INTRODUCTION & TABLE OF CONTENTS

INTRODUCTION TM Thank you for sanctioning tournaments with the DCI players organization. By running your tournaments with the DCI, you give your players the opportunity to develop ratings and rankings in the worldwide communities of their favorite games. However, perhaps even more important than access to ratings and rankings, sanctioning with the DCI says your events will follow a set of well-distributed rules and standards of play. This Tournament Organizer’s Handbook contains just about everything you’ll need to run your events—and if any changes take place to the materials included, you’ll be mailed updates.

Good luck with all your upcoming events!

Sincerely,

DCI Staff

TABLE OF CONTENTS

A. RUNNING DCI EVENTS IS EASY! E. ENHANCED-K TOURNAMENT SYSTEM • Player Information List • Pokémon™* Player Information List • Match Reporting Form F. TOURNAMENT OPERATING PROCEDURES • Single-Elimination Event Report Form • F.1 Swiss-Style Pairing System • Warning/Disqualification Report Form • F.2 Age-Modified Swiss-Style Pairing System • F.3 Tiebreakers • F.4 Single-Elimination

G. SUSPENDED PLAYER LIST

C. TOURNAMENT RULES H. DCI NUMBERS & YOU • 000. Universal Tournament Rules Registering New Players and Resolving Lost • PG.100 Unversal Penalty Guidelines DCI Numbers. • 100. Magic: The Gathering® DCI Floor Rules • 200. Pokémon® DCI Floor Rules • 300. Harry Potter™ DCI Floor Rules • 500. MLB™ Showdown™ DCI Floor Rules • 700. NFL Showdown™ DCI Floor Rules • 800. Dungeons & Dragons® Chainmail® DCI Floor Rules • 900. Football Champions™ DCI Floor Rules

D. ELECTRONIC TOURNAMENT REPORTING GUIDELINES

I. MASTER TOURNAMENT SANCTIONING & REPORTING FORMS • DCI Sanctioning Applications • General DCI Reporting Forms (for Magic, Pokémon, Harry Potter and Dungeons & Dragons Chainmail) • MLB Showdown Reporting Forms • NFL Showdown Reporting Forms • General Tournament Support Forms

Wizards of the Coast, Dungeons & Dragons, Football Champions, Chainmail, Magic: The Gathering, Magic and DCI are trademarks of , Inc. ©2001. Pokémon ™ & ® Nintendo. ©1995–2000 Nintendo, Creatures, GAMEFREAK. Presented by The Pokémon Company. Manufactured and distributed by Wizards of the Coast, Inc. ©2001 Nintendo. Harry Potter HARRY POTTER, characters, names and related indicia are trademarks of and © Warner Bros. (s01) MLB Showdown Major League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc. ©MLBPA Official Licensee—Major League Baseball Players Association. RUNNING DCI EVENTS IS EASY!

THE DCI RATES AND RANKS PLAYERS IN A NUMBER OF GAMES, INCLUDING: TM • Magic: The Gathering®•Pokémon®•Harry Potter™

Each DCI-supported game features a player-rating system that allows your tournament participants to more accu- rately compare themselves against the world community of players within that game. Given that players are being measured based on their performance against each opponent using the Elo ratings system*, the results of each match must be reported to the DCI. You’ll find your first Match Report Form and Player Information List immediately behind these instructions. Please make copies of those forms for any future events you sanction with the DCI! DCI Events—Step by Step, from Sanctioning to Reporting

1. Fill out a copy of the Tournament Sanctioning Application. • Complete the DCI Sanctioning Application that applies to the appropriate game. • Be sure to provide all the contact and event information you can, because your event will be listed in our website’s searchable upcoming events calendar. You may submit your sanctioning application to the DCI via fax at (425) 254-2987, or by mail at:

DCI Tournament Sanctioning P.O. Box 1080 Renton, WA 98057

2. Shortly after sanctioning your event, you will receive: • An Event Report Summary customized by DCI staff for the event you’re scheduling; • A copy of the Tournament Organizer’s Handbook, which you should use as a reference for running DCI- sanctioned events; and • A pad of DCI Membership Application Cards for players who are new to tournaments.

3. Register Your Players • Be sure to gather each player’s name and DCI number on a copy of the Player Information List at regis- tration. EVERY PLAYER MUST HAVE A DCI NUMBER TO PARTICIPATE. Give each player who does not yet have a DCI number one of the Membership Application Cards you received. The player must fill out the contact information portion of the card and return it to you. The membership-card portion of the card stays with the player for use at future DCI-sanctioned events. Players who have lost or forgotten their DCI numbers can be looked up on an electronic list included on the DCI Tournament Organizer Handbook CD-ROM. If you cannot clearly identify the player from this list, issue the player another DCI number and send an email to [email protected] to report that you’ve issued another DCI number for that player. Be sure to include the player’s name, his or her new DCI number, and his/her birthdate, city, state, zip and country. If you will report your event on paper, please write each player’s information on the Player Information List as follows: New Member (Check) DCI # First Name Last Name Phone Number 1111111 John Random 444-333-2222 2222222 Julius Dot 555-222-2222 3333333 Joe Member 333-111-6666 SAMPLE4444444 James Guy 777-444-7777 4. Run Your Event, and Record Match Results. Your players can participate in every round of your event—regardless of how many times they win or lose— when you use the Swiss player-pairing system. See Section F.1—Swiss-Style Pairing System for an explana- tion of how you can run your events using this pairing method.

A version of Swiss called Age-Modified Swiss is required at all DCI-sanctioned Pokémon tournaments. See Section F.2—Age-Modified Swiss-Style Pairing System for further information on this pairing method.

If you’re keeping records of your players’ performance on paper, you’ll want to record the match results as follows on copies of the Match Reporting Form:

MATCH REPORTING FORM Make as many copies of this blank form as necessary for your tournament. Enter sanctioning number, round, and page information in the space provided. Page ___ of ___ TM Event Sanctioning #: 11 11 111111 NOTE: Do not include letters such as the player’s last initial with any DCI™ number you list below. Round: 01Round: 02 Winner Loser Draw Winner Loser Draw 11111111 33333333 11111111 66666666 22222222 44444444 88888888 22222222 66666666 77777777 77777777 44444444

• SAMPLE• • 88888888 55555555 33333333 55555555

6. Send the Complete Event Report back to the DCI. For each event, please send the following information to the address listed above:

• A complete Event Report Summary. • A full Player Information List (containing name and DCI number). • Match Reporting Forms featuring match results for each round of play. • Membership application cards filled out by each new player receiving a DCI number at your event. (The player keeps the tournament card portion of the application so he or she can continue developing the rating they started with your event.)

*For more information on the DCI’s rating system, see “Elo Ratings System” in Appendix A of the DCI Universal Tournament Rules. TOURNAMENT RULES DCI™ UNIVERSAL TOURNAMENT RULES 2001–2002 Tournament Season Effective November 1, 2001

Introduction The DCI Universal Tournament Rules help maintain fair and consistent worldwide sanctioned tournament play for every game the DCI players’ organization supports. The DCI Universal Tournament Rules apply to all games, in addition to the DCI Floor Rules specific to each game. In order to maintain this tournament system, participants and officials must treat each other in a fair and respectful manner, following both the rules themselves and the spirit in which they were created. Players who violate sections of the Universal Tournament Rules or the appropriate game’s DCI Floor Rules will be subject to the appropriate provi- sions of the DCI Penalty Guidelines and further DCI review.

Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

1. General DCI Tournament Rules

2. DCI-Supported Games The following games are supported by the Universal Tournament Rules: • Magic: The Gathering® trading card game • Harry Potter™ trading card game • Pokémon® trading card game • MLB™ Showdown™ sports card game • WCW™ Nitro™ card game • X-Men™ trading card game

If you do not have the appropriate game-related section of the DCI Floor Rules, visit the tournament section of the DCI website at thedci.com to download a copy.

3. Player Eligibility Any player is eligible to participate in a DCI-sanctioned event except for the following: • The tournament organizer of record (unless he or she is judging in an event that uses the three-judge system; see section 19); • The head judge and any other listed judges of record (exception: see section 19); • Players currently suspended by the DCI; • Wizards of the Coast corporate employees (see Appendix B); • Former Wizards of the Coast® corporate employees (until thirty days after their last days of employment at Wizards of the Coast); • Wizards of the Coast (including The Game Keeper®) retail store employees may play in Prerelease tournaments, Amateur Championships, events, and non-Premier events. However, Wizards of the Coast retail store employees may not play in any other Premier event as defined in Appendix B, and they may not play in any events that take place in the stores where at which they are employed. • Employees of Wizards of the Coast Strategic Partners (see Appendix B) may not participate in DCI -sanctioned play (for example, Hobby Japan, Amigo Spiel, Devir, and so on). • Playtesters and reviewers of a card set used in an event may not play in that event unless the event takes place at least eighteen days after the Prerelease tournament that featured that card set; • Other players specifically prohibited from participation by DCI or Wizards of the Coast policy (for example, already qualified players may not participate in Magic: The Gathering Pro Tour™ Qualifier tournaments). • Invitation-only tournaments, such as Pro Tour events, may have additional criteria regarding player eligibility.

1.-3. 4. Necessary Tournament Materials A Player must bring the following items to a tournament in order to participate: • A visible and reliable method to maintain and record game information (tokens, score counters, pen and paper, and so on). • A valid and unique DCI number registered in the participant’s name. Note: New players must register for DCI membership at their first tournament. Players may have only one DCI number. Tournament organizers must report any player using more than one DCI membership number. • Any materials specifically required for a particular tournament format, as required by the game’s DCI Floor Rules or the tournament organizer. Example: Players need to bring their assembled decks to Constructed tournaments.

5. Wagering Players and tournament officials may not wager, ante, or bet on the outcome of any portion of a tournament.

6. Publishing Event Information Wizards of the Coast reserves the right to publish event information such as the contents of a player’s deck as well as transcripts or video reproductions of any DCI-sanctioned tournament at any time (including during the tourna- ment).

Wizards of the Coast reserves the right to publish penalty and suspension information.

7. Document Updates The DCI reserves the right to alter these rules, the DCI Floor Rules of any particular sanctioned game, as well as the right to interpret, modify, clarify, or otherwise issue official changes to these rules, with or without prior notice.

10. TOURNAMENT RESPONSIBILITIES

11. Event-Knowledge Responsibilities Competitors, judges, and organizers involved in DCI-sanctioned tournaments are responsible for knowing and fol- lowing the most current version of the Universal Tournament Rules, the DCI Floor Rules for the appropriate game, and any other applicable regulatory documents, including the game rules for the appropriate game.

12. Tournament Organizer Responsibilities The tournament organizer for an event is ultimately responsible for all tournament operations and event reporting for the event. The tournament organizer’s responsibilities include, but are not limited to, the following: • Selecting the site for the event • Providing all materials to operate the event (product at Sealed Deck events, for example) • Retaining all tournament results for one full year after the event’s completion • Reporting to the DCI of all event results, including the winner, in a timely manner • Staffing the event with appropriate personnel (including finding an appropriate head judge for the event) • Advertising the tournament sufficiently in advance of the event date

13. Player Responsibilities Players must follow the rules interpretations and guidelines for play set forth by the DCI, the head judge, and other tournament officials. Players are expected to behave in a respectful and sporting manner at all times. Players who argue with the head judge or other tournament officials may be subject to the appropriate provisions of the DCI Penalty Guidelines. Players are still subject to the appropriate penalties even if a judge was present at the match at which the infraction occurred. Players are not permitted to waive penalties on behalf of their opponents. The judge must ensure that the appropriate penalty, if any, is imposed.

All players are responsible for maintaining an accurate rating. If an anomaly occurs in a player’s rating, he or she should contact the DCI immediately.

4.-13. 14. Spectator and Press Responsibilities Spectators are expected to remain silent during matches and are not permitted to communicate with players in any way while matches are in progress. Players have the right to request that a spectator not observe their matches. All such requests must be made through a judge

Spectators and members of the press who believe that they have observed rules violations should inform a judge, but they must not interfere with the match..

15. Judge Responsibilities All judges have the responsibility to deliver fair, impartial rulings and to assist the head judge and other tournament offi- cials in any area that is required to ensure a smooth tournament. Judges must take action to resolve any rules infraction (whether a violation of the DCI Floor Rules or the rules for the appropriate game) they notice or that is brought to their attention.

16. Head Judge Responsibilities Officially sanctioned competition requires the physical presence of a head judge during play to adjudicate disputes, inter- pret rules, assign penalties, and make other official decisions. The head judge may, with the tournament organizer’s agree- ment, appoint any number of other judges to help in the performance of the head judge’s duties and to perform other tasks the head judge may require. The head judge is responsible for reporting all warnings issued at the tournament to the DCI, either directly or through the tournament organizer’s event report.

The head judge and the tournament organizer can be, but do not have to be, the same individual. The head judge is the final judicial authority at any DCI-sanctioned tournament (see section 15, Judge Responsibilities).

Although it is beneficial, the head judge does not have to be a DCI-certified judge. Certification is available only to Magic: The Gathering judges at this time. For information on becoming a certified Magic® judge or finding a certified judge in your area, please contact the DCI judge certification manager at [email protected] or (425) 204-7365.

17. Appeals to the Head Judge If players should disagree with a judge’s decision, they are free to appeal the ruling to the head judge. The head judge has the right to overrule other judges’decisions. Players may not appeal to the head judge before the judge responding to the situation renders an initial decision. The head judge’s decision is final.

If the Team Leader judging system is used, all appeals must still be passed to the head judge, whose decision is final.

18. Lengthy Rulings If a judge uses more than one minute to make a ruling, he or she may extend the match time appropriately. The extra time must be clearly communicated and recorded immediately by the judge.

19. Three-Judge System The three-judge system has the following restrictions: • The event must have at least eight, but no more than sixteen, players. • Premier events are not eligible for the three-judge system. Refer to the definition of “Premier Events” in appendix B for further information. Note that Friday Night Magic events may use the three-judge system. • The three-judge system may be used only in conjunction with one-on-one tournaments, and not in multiplayer events. • Events that use the Elo rating system and the three-judge system are limited to a K-value of 8. • Organizers choosing this system must announce its use before the tournament begins and identify the three judges as head judge, secondary judge, and tertiary judge. • Tournament organizers may participate in events they sanction only if they are using the three-judge system and work as a judge for that event. These types of events are the only ones in which judges and/or tournament organizers are allowed to participate.

When using the three-judge system, the head judge makes all of the rulings, except when a decision is needed for a game in which the head judge is participating. If a ruling is needed in a head judge’s game, the secondary judge makes the call. The only time the tertiary judge makes a ruling is when the head judge is playing against the secondary judge.

14.-19. 20. TOURNAMENT MECHANICS

21. Shuffling All shuffling must be done so that the faces of the cards cannot be seen. Regardless of the method used to shuffle, players’ decks must be sufficiently randomized. Each time players shuffle their decks, they must present their decks to their opponents for additional shuffling and/or cutting. At a judge’s discretion, players may request to have a judge shuffle their cards rather than pass that duty to their opponents. By presenting their decks to their opponents, players state that their decks are sufficiently randomized.

After decks are presented and accepted, any player who does not feel his or her opponent has made a reasonable effort to sufficiently randomize his or her deck must notify a judge. The head judge has final authority to determine whether a deck has been sufficiently randomized. The head judge also has the authority to determine if a player has used reasonable effort to randomize the deck. If the head judge feels that either the deck has not been sufficiently ran- domized or that a player has not made a reasonable effort to randomize the deck, the player will be subject to the appropriate provisions of the DCI Penalty Guidelines.

To aid in randomization, at REL 3 and higher events, players must always shuffle their opponents’decks at the begin- ning of games. The head judge can mandate the shuffling of opponents’decks at lower RELs (1 and 2) as long as he or she announces this at the beginning of the tournament. If a shuffling effect takes place, players may shuffle and must cut their opponents’decks after the shuffling effect is completed.

Once players have had the opportunity to shuffle and/or cut their opponents’decks, the cards are returned to their original owners. If the opponent has shuffled the player’s deck, that player may make one final cut.

22. Tardiness Players are expected to be in their seats when each round begins. Players arriving at their seats after the round begins may be subject to tardiness penalties listed in the DCI Universal Penalty Guidelines. Players who fail to arrive at their seats by the end of any round will be dropped from the tournament.

At team events, if one or more members of a team are not in his or her seat by the end of the round, that team is auto- matically dropped from the tournament.

23. Pregame Time Limit Prior to each game, competitors have 3 minutes to shuffle their decks and present them to their opponents for addi- tional shuffling and/or cutting. This 3-minute period includes sideboarding, if applicable, but does not include shuf- fling an opponent’s deck or resolving any mulligans—if the DCI Floor Rules for the game in question specifically allow mulligans. Any mulligans or shuffling of opponents’decks must be done in a timely manner before games begin. Shuffling requirements specified in section 21 apply during these steps.

If the head judge determines that a player exceeded the time limit on purpose and is stalling, that player will be sub- ject to the appropriate provisions of the DCI Penalty Guidelines.

24. Midgame Shuffling Time Limit A 1-minute time limit exists for all shuffling and deck-searching that occurs during a game. If a judge determines that a player’s shuffling time is excessive, that player will be subject to the appropriate provisions of the DCI Penalty Guidelines. Shuffling requirements specified in section 21 also apply.

25. Conceding Games or Matches Players may concede a game or match at any time within the following guidelines. The conceded game or match is recorded as a loss for the conceding player. If a player refuses to play, it is assumed that he or she concedes the match.

The following actions are prohibited: • Offering or accepting a bribe or prize split in exchange for the concession, drop or draw of a match • Attempting to determine the winner of a game or match by a random method, such as a coin flip or die roll

Players who engage in these actions will be subject to the appropriate provisions of the DCI Penalty Guidelines. 20.-25. Players are allowed to share prizes they have won as they wish, such as with teammates, as long as any such shar- ing does not occur as an exchange for concession or draw of a game or match.

Players in the final of a Top 8 single-elimination tournament have the option not to play their match. If both play- ers of the final match agree not to play, one of them must agree to drop from the event (in order for prizes to be awarded). The DCI ratings of the players will not be affected because no match will have been played. The drop- ping player receives the second-place prize, and the other finalist receives the first-place prize. The prizes will be sent only to the winner (that is, the finalist who did not drop); Wizards of the Coast will not send the Pro Tour invi- tation and the travel award to different people.

Example #1: If all players in the Top 8 single-elimination portion of a tournament decide to split the first- through eighth-place prizes equally among them instead of following the original distribution announced by the organizer, they may do so as long as no matches are conceded in exchange for the prize split.

Example #2: Two players in the final of a Pro Tour Qualifier may agree to split the prizes (the travel award and the Pro Tour invitation), but this agreement cannot alter the results of the match. One player must drop from the event, leaving the travel award and the invitation to the player who did not drop from the event. That player is then free to split the prizes as agreed upon. The prizes will be sent only to the winner (that is, the finalist who did not drop); Wizards of the Coast will not send the Pro Tour invitation and the travel award to different people.

26. Withdrawing from an Event Players choosing to withdraw from an event must inform the scorekeeper before the pairings for the next round are generated. Players leaving the tournament after the scorekeeper begins pairing for the next round receive a match loss in the upcoming round and will be removed from the event after that round. Special rules apply to Limited events. (See section 64.)

27. Intentional Draw Players may mutually agree to accept an intentional draw at any time before the match result of a Swiss round is submitted. This agreement should not be regarded as a violation of section 41. If an offer to intentionally draw is declined, the match must continue as normal without any further coercion to accept the offer. Declaring an inten- tional draw has the same results for competitors as playing to a draw. For example, if two players choose to draw during the Swiss rounds of a Magic tournament, each would receive 1 match point. See the DCI Floor Rules for additional game-specific information.

28. Taking Notes Players are allowed to take written notes during a match and may refer to these notes while the match is in progress. However, players are expected to take their notes in a timely fashion, and players who take too much time will be subject to the appropriate provisions of the DCI Penalty Guidelines. Players may not refer to outside notes during the match. The exception is that writing on the faces of cards (including sideboard cards) is permitted as long as it is not disruptive or inappropriate.

29. Electronic Devices The head judge or tournament organizer may choose not to allow players to participate with electronic devices (such as cellular phones, pagers, and/or portable audio units) turned on.

30. TOURNAMENT CARD STATUS RULES

31. Cards Allowed All cards in a player ’s deck must be produced by the game’s manufacturer or a partner that is approved by the DCI. The DCI Floor Rules for the appropriate game will contain additional information, if necessary.

32. Card Interpretation The head judge is the final authority regarding card interpretations. See the DCI Floor Rules for the appropriate game for more detailed rules regarding how cards should be interpreted. If the head judge determines that a player is using non-English–language cards and/or misprints to create an advantage by using misleading text or artwork, that player will be subject to the appropriate provisions of the DCI Penalty Guidelines. 25.-32. 33. Card Elevation Players must keep their cards above the level of the playing surface at all times, including during sideboarding. Revealing your hand to your opponent is not considered to be a violation of the DCI Universal Tournament Rules.

34. Proxy Cards The use of proxy cards is not permitted except under the following conditions: • If a card becomes accidentally damaged or excessively worn through play in the current DCI-sanctioned tournament, the judge may provide a proxy replacement card at his or her discretion or require the player to sleeve all of his or her cards before play continues. • If a card opened out of sealed product for use in a Limited tournament is misprinted, miscut, or otherwise damaged in a way that would cause the card to be marked, the judge may provide a proxy replacement card at his or her dis- cretion. Players are not permitted to create a proxy. When a judge creates a proxy for a player, it is included in the player’s deck. The original card is kept close at hand during the match. When the proxy is in play, replace it with the original. When it returns to the player’s deck/hand, swap it with the proxy. This replacement method helps ensure that the opponent is able to clearly see the intended card and to avoid confusion.

The term “proxy” includes counterfeit cards or any card that is not a genuine game card. Counterfeiters will be prosecut- ed to the fullest extent of the law. 35. Card Sleeves Players may use plastic card sleeves or other protective devices on cards. If a player chooses to use card sleeves, all cards in the player’s current deck must be placed in the sleeves in an identical manner. If the sleeves feature holograms or other similar markings, cards must be inserted into the sleeves so these markings appear only on the face of the cards. Once a match begins, a player may request that the judge inspect an opponent’s card sleeves. The judge may disallow a player’s card sleeves if the judge believes they are marked, worn, or otherwise in a condition or of a design that inter- feres with shuffling or game play. To avoid confusion, a card sleeve may also be used to mark a player’s card if the card is in an opponent’s playing area.

36. Turned Cards If a card must be turned as a part of the game rules to denote a particular effect, it must be turned approximately 90 degrees or 180 degrees, whichever is most appropriate for the game.

37. Game Markers Game markers, such as tokens or reminders of a game effect, may not be designated by cards with identical backs as the cards in a player’s deck if the deck is unsleeved. If the deck is sleeved, game markers may not have sleeve backs identi- cal to those on the cards in the player’s deck. No game markers of any kind may be placed on top of or in a location that obscures a player’s deck. A judge may disal- low the use of game markers that may cause confusion with regard to the state of the game.

40. TOURNAMENT VIOLATIONS

41. Cheating Cheating will not be tolerated. The head judge reviews all cheating allegations, and if he or she determines that a player cheated, the head judge will issue the appropriate penalty based on the DCI Penalty Guidelines. All disqualifications are subject to later DCI review and further penalties may be assessed.

Cheating includes, but is not limited to, the following intentional activities: • Receiving outside assistance or coaching • Looking at opponents’card faces while shuffling or cutting their decks • Collusion to alter the results of a game or match (see section 25) • Misrepresenting cards or rules • Using marked cards/sleeves (see section 44) • Drawing extra cards • Illegally manipulating which cards are drawn from a player’s deck or his or her opponent’s deck • Stalling the length of a turn to take advantage of a time limit • Misrepresenting public information (point totals, number of cards in a deck, and so on.) • Giving false or misleading information to a judge or tournament official 33.-41. 42. Unsporting Conduct Unsporting conduct is unacceptable and will not tolerated at any time. Judges, players, spectators, and officials must behave in a polite, respectable, and sporting manner. In addition, players who use profanity, argue, act belligerently toward tournament officials or one another, or harass spectators, tournament officials, or opponents will be subject to the appropri- ate provisions of the DCI Penalty Guidelines and will be subject to further DCI review.

43. Slow Play Players must take their turns in a timely fashion. Playing too slowly or stalling for time is not acceptable. If a judge deter- mines that a player is playing excessively slowly at any point during the tournament, the responsible player will be subject to the appropriate provisions of the DCI Penalty Guidelines.

44. Marked Cards A card is considered marked if it bears something that makes it possible to identify the card without seeing its face, includ- ing scratches, discoloration, unnatural bends, and so on. If a player’s cards are sleeved, the sleeves are considered part of the cards, so the cards must be examined while in the sleeves to determine if they are marked.

Any card that is cut differently from the other cards in a player’s deck may be considered marked if the entire contents of the deck is not placed in nonmarked, completely opaque card sleeves. For example, Alpha cards are considered marked if they are mixed into a player’s deck with cards from other sets at a Magic event. However, Alpha cards are not considered marked—and therefore do not have to be in opaque sleeves—if the entire deck consists of Alpha cards. If a differently cut card has caused its sleeve to become worn differently than other sleeves in the deck, that sleeve is con- sidered marked. The head judge has the authority to determine if a card or series of cards in a player’s deck is marked.

50. GENERAL CONSTRUCTED TOURNAMENT RULES The rules in this section apply to all Constructed tournaments.

51. Previous Printings of Current Cards Players may include cards from previous printings if they appear in current card sets allowed in Constructed play by the appropriate game’s DCI Floor Rules (as long as they do not have features that create “marked” cards [see section 44]).

52. Constructed-Deck Registration The head judge or tournament organizer may require players to register their decks and sideboards (if applicable) upon arrival at a tournament. Registration records the original composition of each deck. Once a tournament official receives a player’s decklist, the deck may not be altered. Failure to properly register a deck will result in the head judge applying the appropriate provisions of the DCI Penalty Guidelines. The DCI recommends (and in the case of enhanced K-values, the DCI requires) that organizers check a reasonable number of decks against their decklists each round.

60. GENERAL LIMITED-TOURNAMENT RULES The rules in this section apply to all Limited tournaments, including Sealed Deck (section 65) and Draft (section 70) tournaments.

61. Limited-Deck Registration The head judge or tournament organizer may require players to record on a decklist every card they receive in a Limited tournament. Once the cards are registered, players have a limited amount of time to prepare their decks before play begins. Any cards players receive that are not used in their main decks are considered to be their sideboards. The DCI recom- mends (and in the case of enhanced K-values, the DCI requires) that organizers check a reasonable number of decks against their decklists each round.

62. Card Use in Limited Tournaments All cards players use in Limited events must be received directly from tournament officials. Players must receive the same number of decks and/or booster packs from the same card set(s) as all the other players participating in the tournament. 42.-62. Players may use only the actual cards they receive or draft at a Limited tournament, and any additional specifically pro- vided by the tournament organizer (for example, basic lands in the Magic game). Players may not trade or replace the cards they receive or draft at a Limited tournament with any other cards, even if the replacement is an exact copy. If a card is damaged or otherwise considered “marked,” players must comply with section 63, Abnormal Cards or Boosters.

63. Abnormal Cards or Boosters Players who have an abnormal number of cards in the decks or booster packs they receive must inform the head judge, who may replace the deck or booster pack at his or her discretion in consultation with the tournament organizer. The head judge makes the final decision. If a player receives a “marked” card (section 44), the head judge may replace that card with a proxy card at his or her dis- cretion. (See section 34—Proxy Cards) Neither Wizards of the Coast nor the tournament organizer guarantees any specific distribution of card rarities or frequen- cy in a particular booster pack or deck.

64. Early Departure Once a player in a Limited tournament has received sealed product, he or she may not withdraw from the event prior to the first match. Violation of this rule results in the offending participant receiving a loss for the match on the official tour- nament record (the opponent receives a win for the match) and being dropped from the tournament.

65. GENERAL SEALED DECK–TOURNAMENT RULES Not all DCI-supported games feature Sealed Deck tournaments. Check the Limited Tournament Rules section of the spe- cific game’s DCI Floor Rules for more information.

66. Deck Construction Before tournament play begins, each player receives an assortment of sealed product. If decklists are being used, players have 20 minutes to register their decks. Each player then creates a tournament deck that meets the Sealed Deck size requirements found in the game’s DCI Floor Rules. Players have 30 minutes before the event begins to construct their decks.

The head judge or tournament organizer may require players to record on a decklist every card they intend to play in their main decks and/or sideboards. Failure to properly record the cards being played in the main decks will result in the head judge applying the appropriate provisions of the DCI Penalty Guidelines.

67. Sealed Deck Swap A Sealed Deck event may require participants to perform a sealed deck swap. In a sealed deck swap, players do not play with the decks they originally receive at the event. Instead, the sealed products—as well as deck-registration sheets—are handed out to all players in the event. Players open their decks and record the contents on their deck-registration sheets. This process is called “registering a deck,” and 20 minutes is allowed for it. Tournament officials will then collect the sealed product and the corresponding deck-registration sheets. Next, the tournament officials hand out decks randomly to all players. It is perfectly acceptable for some players to receive their original decks back at this point. This entire process is called a sealed deck swap. Players are then allowed 30 minutes to construct their decks (60 minutes for team events) from the product they have at that time.

70. GENERAL DRAFT-TOURNAMENT RULES Not all DCI-sanctioned games feature Draft tournaments. Check the Limited Tournament Rules section of the specific game’s DCI Floor Rules for more information.

71. Player Distribution Players assemble randomly into drafting circles (called pods) of roughly equal size at the discretion of the tournament organizer or head judge. A tournament official then distributes an equal amount of booster packs to each player in the pod.

Players within a pod may play only against other players within that pod. . Players may not talk or communicate to others during a draft. As players draft the cards, they must place their cards in one orderly pile in front of them. Drafted cards may be reviewed only between the drafting of each pack. 62.-71. 72. Draft Card Selection Before the tournament begins, the head judge must announce how much time each player has to select a card. If a player fails to select a card in the time given, the pod judge issues that player a random card from the pack the player is selecting from.

73. Deck Construction Once drafting is complete, players have 30 minutes to build decks from the cards they selected. These decks must meet the Limited deck-size requirements specified by the appropriate game’s DCI Floor Rules. The head judge or tournament organiz- er may require players to record on a decklist every card they intend to use in their main decks, as well as all cards they drafted.

74. Booster Draft Procedure At a signal from a tournament official, each player opens the booster pack specified by the official and counts the cards. If a player does not have the appropriate number of cards in his or her booster pack, he or she must immediately notify the judge, who will replace the pack. The player chooses one card from the booster pack, and then passes the remaining cards face down to the player on his or her left. The opened packs are passed around the drafting pod—with each player taking one card each before passing—until all cards are drafted. Once a player has removed a card from the pack, it is considered selected and may not be returned to the pack. Players may not show their card selections or the contents of their current packs to other participants in the draft. Players are not permitted to send signals of any kind to other participants in the draft regarding any information about their own picks or what they want others to pick. After each player’s first pack is drafted, a tournament official will instruct players to open the next specified pack and draft in the same fashion, except that the direction of drafting is reversed. This process is repeated until all cards in all booster packs are drafted. For example, if five booster packs of Pokémon: Team Rocket™ cards were being drafted, the first, third, and fifth packs would be drafted clockwise and the second and fourth packs would be drafted counterclockwise.

75. Rochester Draft Rules Once a player has indicated his or her drafting selection by touching a card, he or she may not select a different card. Before the tournament begins, the head judge must announce how much time each player has to select a card. If a player fails to select a card in the time given, the pod judge issues that player the “oldest” card still remaining from the booster pack. Example: The active player lays out cards from a booster pack. The cards can be considered to be in chronological order (1–15), where 1 is the first card placed on the table and 15 is the last card placed on the table. If a player fails to draft in a timely manner, the cards on the table are examined by the pod judge and the first card that was placed on the table is given to the player. If that card has already been selected, the second card that was placed on the table is given, and so on. During a Rochester Draft, players must always display the most recent card they drafted in the current pack face up. When all cards are drafted from the current pack, players may move their cards from that pack to any position.

76. Rochester Draft Table Preparation Booster packs are divided into groups before the draft table is set, with the number of packs in each group equaling the num- ber of players participating in the draft. If the draft consists of packs from multiple card sets, each group must consist of packs from the same card set. In preparation for each pack being drafted, the active player lays out the entire contents of the pack face up on the table, with the cards facing him or her (see Section 77, Rochester Draft—Active Player Rotation). Players are given 30 seconds to review the cards before drafting begins. 77. Rochester Draft—Active Player Rotation The player drafting first from the cards presented on the table is called the active player. The first active player is the partici- pant in the first seat, designated by the judge. All players in each drafting pod serve as the active player once for each booster pack group (see Section 76, Rochester Draft Table Preparation), with the active player moving between players as follows: • in a clockwise direction for the first booster pack group (beginning with the first active player); • in a counterclockwise direction for the second booster pack group (starting with the last active player in the first group); • and returning to a clockwise direction for the third booster pack group (beginning again with the first active player).

72.-77. 78. Rochester Draft Order The draft order moves in a horseshoe pattern, beginning with the active player, continuing around the table to the last participant in the group who has not yet drafted a card. The last player in the group selects two cards, instead of one, before drafting continues in reverse order, moving back to the player who began the drafting (the first person who drafted from the pack). After all cards are drafted or each player has two cards from the current booster pack (whichev- er comes first), the table judge clears the drafting area and prepares for the next booster pack.

Example #1: Eight players are seated around a table. They are numbered 1-2-3-4-5-6-7-8 in a clockwise order. The active player is Player 1. The first booster pack for Player 1 is opened and placed face up in front of Player 1. After the 30-second review period has expired, the draft order is as follows:

Player 1—card 1 Player 6—card 6 Player 6—card 11 Player 2—card 2 Player 7—card 7 Player 5—card 12 Player 3—card 3 Player 8—card 8 Player 4—card 13 Player 4—card 4 Player 8—card 9 Player 3—card 14 Player 5—card 5 Player 7—card 10 Player 2—card 15

The next pack to be opened would be Player #2’s first booster.

Example #2: Seven players are seated around a table. They are numbered 1-2-3-4-5-6-7 in a clockwise order. The active player is Player 1. The first booster pack for Player 1 is opened and placed face up in front of Player 1. After the 30-second review period has expired, the draft order is as follows:

Player 1—card 1 Player 6—card 6 Player 4—card 11 Player 2—card 2 Player 7—card 7 Player 3—card 12 Player 3—card 3 Player 7—card 8 Player 2—card 13 Player 4—card 4 Player 6—card 9 Player 1—card 14 Player 5—card 5 Player 5—card 10 Card 15 is then removed from the draft because each player has two cards.

The next pack to be opened would be Player #2’s first booster.

80. DCI SANCTIONING RULES Tournament organizers must follow the rules in this section when sanctioning events with the DCI. The DCI reserves the right to cancel sanctioning for any event at any time.

81. Sanctioning Deadline To ensure sanctioning approval, tournament organizers must apply for DCI sanctioning at least twenty-eight days prior to the event.

82. Participation Minimums For select games, the DCI requires a minimum amount of player participation for the event to be included in the appro- priate set of ratings and rankings. These minimums are as follows:

Magic: The Gathering For singles events, a minimum of eight players must participate. For team events, a minimum of four teams must participate. A minimum of four players must participate in tournaments for any other DCI-sanctioned game, unless the orga- nizer is using the three-judge system (section 19).

78.-82. 90. EVENT-REPORTING RULES Receiving event reports in a correct and timely manner is fundamental to accurate and up-to-date DCI ratings. Tournament organizers must follow the rules outlined in this section when reporting their events.

91. Organizer Records Tournament organizers are required to keep copies of all tournament reports for DCI-sanctioned events they run for a period of one year. These records serve as backups in case event results are lost.

92. Event Report Deadline Event reports are due to the DCI within eight days of a tournament’s conclusion. Tournament reports not received by the DCI within eight days are considered late, and are listed in the DCI tournament database as “Not Received” for fourteen days after the event.

93. Delinquent Tournaments Event reports not received within fifteen days are listed as “Delinquent” in the DCI tournament database. Organizers with delinquent tournaments may lose the privilege of sanctioning future events.

94. Invalid Tournaments Players’match records at events that become invalid will not count toward their DCI ratings and rankings.

The DCI reserves the right to invalidate reported results of any DCI-sanctioned tournament for any reason, but will usually do so only when fraudulent or incorrect results are reported by the organizer. Additionally, the DCI reserves the right to invalidate any event reports not received within thirty days of the tournament date.

95. Event-Status Updates Tournament organizers and players may check on an event’s reporting status by visiting the DCI website at thed- ci.com. Additionally, the DCI sends regular updates to organizers informing them of the status of each of their sanctioned tournaments. If an organizer’s event appears as “Delinquent” or “Invalid” on this report two months in a row, the DCI will investigate the organizer’s reporting history and issue sanctioning penalties as appropriate.

The DCI reserves the right to adjust penalties on an individual basis due to extenuating circumstances and it reserves the right to change this policy without notice.

96. Mandatory DCI Numbers All tournament participants must be assigned a DCI membership number prior to participating in a DCI-sanctioned tournament. Results reported with temporary player numbers, player names, or placeholders will not be included in DCI ratings. Membership cards may not be faxed to the DCI.

97. Tournament Reports and Event Invitation Lists Tournament reports must be received by the deadlines specified in the Ratings Deadline and Publication Schedules provided on the DCI website (thedci.com) in order to be included in the ratings calculations used to generate invi- tation and bye lists for Premier events.

90.-97. APPENDIX A—DCI RATING AND RANKING SYSTEMS

Elo Ratings System The DCI produces Elo ratings for the following games: • Magic: The Gathering trading card game • Pokémon trading card game • Harry Potter trading card game • WCW Nitro card game • X-Men trading card game

The Elo player-rating system compares players’match records against their opponents’match records and deter- mines the probability of the player winning the matchup. This probability factor determines how many points play- ers’ratings go up or down based on the results of each match. When a player defeats an opponent with a higher rat- ing, the player’s rating goes up more than if he or she defeated a player with a lower rating (since players should defeat opponents who have lower ratings). All new players start out with a base rating of 1600. The DCI uses the following equation to determine a player’s win probability in each match: 1 Win Probability = ——————————————————————————————— 10^((Opponent’s Rating–Player’s Rating)/400) + 1 This probability is then used to recalculate each player’s rating after the match. In the equation below, players receive 1 point if they win the match, 0 if they lose, and 0.5 for a draw. Players’new ratings are determined as fol- lows: Player’s New Rating = Player ’s Old Rating + (K-Value * (Scoring Points–Player’s Win Probability)) All players are rated at the beginning with the first match in which they play. Further ratings are calculated chrono- logically from that first match. The DCI ranks players in geographic regions (continent, country, state, city, and so on) based on their Elo ratings to determine the top players in each area.

Modified Winning Percentage The DCI uses a modified winning percentage to calculate player standings for MLB™ Showdown. It is calculated in the following manner:

Players who have participated in at least the average number of matches played by MLB™ Showdown players around the world have their winning percentages calculated without a weight.

(Match Wins / Matches Played)

Players who have participated in less than the average number of matches played by MLB™ Showdown players around the world have their winning percentages weighted down by the percentage of matches they are under the average.

(Match Wins / Matches Played) x (Matches Played / Worldwide Average Number of Matches Played)

For example, if the average number of MLB™ Showdown matches played is 5, and you’ve gone 5-0 in your 5 matches, your winning percentage is 1.000, because you’ve played the average number of games. However, if you had only played 2 matches, and have a record of 2-0, instead of being 1.000, your modified winning percentage would be weighted down to .400 because you had played 3 fewer matches than the average.

APPENDIX A. APPENDIX B—DEFINITIONS OF TERMS

Ante Card: Ante cards have the text “Remove [this card] from your deck before playing if you’re not playing for ante.” These cards usually have a game mechanic associated with a player “anteing” a card. Ante cards are found mainly in older Magic: The Gathering expansions and are not allowed in tournament play. Banned Card: A card that is prohibited by the DCI in the indicated format. For example, the card Channel is banned from DCI-sanctioned Type 1 Magic tournaments. This means that Channel is not allowed in any deck in Type 1 Constructed Magic tournaments. Constructed: A tournament in which players bring their own decks. Decks are built from a large pool of cards, depending on the exact format. Corporate Employee: Any person whose place of employment is a Wizards of the Coast office (Belgium, Beijing, Sydney, Paris, Milan, Seattle, London). This includes all contractors, however Hasbro corporate employees are now allowed to play, the DCI feels that there is no possible benefit that any Hasbro corporate employee could gain by being an employ- ee. Cutting: One time only, removing a single portion of a deck and placing it on top of the remaining portion without looking at any of the card faces. Anything more than this one cut is considered a shuffle. DCI: Organization dedicated to developing and maintaining tournament structures for Wizards of the Coast trading card games. Formerly an acronym for Duelists’ Convocation International, the name is now simply the DCI. Enhanced-K Tournament: In events for games that use Elo ratings (see appendix A), organizers may pick from a specified list of K-values to increase or limit the effect of match results on player ratings. Tournaments must meet certain criteria in order to receive an enhanced K-value. Employee: Any person whose regular place of employment is at a Wizards of the Coast corporate office. Game Begins: A game is considered to have begun once all players have presented their decks to their opponents for shuf- fling/cutting. Head Judge Determines: Decision based on the head judge’s opinion. K-Value: The maximum number of points a player’s rating may go up or down based on the results of a single match within an event that uses the Elo ratings system (see appendix A). Limited: A tournament in which players build their decks at the tournament from cards they have drafted or opened from packs. The three most common Limited formats are Sealed Deck, Booster Draft, and Rochester Draft. Main Deck: The deck a player presents to his or her opponent during the first game of a match. Match: A series of games between two players that determines a winner. In many cases, the match winner defeats his or her opponent in a best-two-out-of-three-games series. See the appropriate game’s DCI Floor Rules for more specific details. Match Begins: A match begins when a tournament official announces the start of the match. Premier Events: Any event that Wizards of the Coast offers only to select tournament organizers or that is open only to a select group of players (based on invitations, for example). Premier events can include, but are not limited to: Amateur Championships, Continental Championships, Friday Night Magic events, Grand Prix events, Grand Prix Trials, Junior Super Series Challenges, Junior Super Series Championships, National Championships, Prerelease tournaments, Magic: The Gathering Pro Tour events, Pro Tour Qualifiers, Regional Championships, State/Province Championships, and World Championships. Please see appendix A for more information on the Floor Rules for each Wizards of the Coast game.

APPENDIX B. Promo Card: Any playable card that is released by the manufacturer separate of any given card set. Proxy Card: A card used during competition to represent another card (also counterfeit cards or any card that is not genuine- ly produced by the game’s manufacturer). Public Information: Refers to information that is available to all players in the match, such as statistics or card text that participants are required to share with tournament officials and opponents according to the rules of the appropriate game. For example, in most games, the number of cards in a player’s hand is public information. Rating: A numeric value published by the DCI that indicates a player’s past performance in sanctioned tournaments. Ranking: A value, based on a player’s DCI rating, that indicates a player’s position relative to the group he or she is being measured against. For example, a player may be ranked in first place in the city of Hamburg, Germany, but may be ranked in eighty-fifth place when compared to all of Europe. Restricted Card: A card that is limited by the DCI to one per deck in the indicated format. For example, the card Black Lotus is restricted in DCI-sanctioned Type 1 Magic tournaments. This means that only one Black Lotus is allowed per deck in the Type 1 format. Round: The period during which match play takes place. Round Begins: The time posted and/or announced by the head judge or tournament organizer for all players to be seated and ready for match play. Scorekeeper: The scorekeeper is a tournament official whose responsibilities include receiving and recording all match/game results, constructing player seatings, ensuring accurate entry of match/game results, withdrawing players from the event, and so on. Tournament officials, such as the head judge or tournament organizer, may also be the scorekeeper for the event. Single Elimination: A competition structure that eliminates players after one match loss. It may be necessary to award byes in the first round to create a situation in which there will be only two undefeated participants playing off in the last round of the event. Strategic Partner: Any person or company that manages Organized Play for Wizards of the Coast in a region. Swiss Rounds: Competition structure that allows players to participate in every round of the tournament. Single-elimination final rounds may follow Swiss rounds in some tournaments. Tournament Begins: Once the onsite tournament registration closes, the tournament has begun. Tournament Official: Any person who is empowered to maintain the tournament. This includes, but is not limited to, the tournament organizer, scorekeeper, other scorekeeping staff, head judge, and all other judges (see section 10).

APPENDIX B. (CONT.) PENALTY GUIDELINES DCI™ UNIVERSAL PENALTY GUIDELINES 2000–2001 Tournament Season Effective November 1, 2001

Introduction The DCI Penalty Guidelines provide a structure to help judges determine the appropriate penalties for infractions that occur during the course of a tournament. Penalties exist to protect players from potential misconduct. All penalties in this docu- ment (with the exception of section 160) assume that the infraction is unintentional. If a judge believes that an infraction was intentional, the penalty should be upgraded as appropriate (see section 160). Please remember that these are only guide- lines. If the judge believes that the situation has significant, extenuating circumstances, he or she is free to modify the penalty as appropriate. Note: See appendix B of the DCI Universal Tournament Rules for definitions of terms in this document. CONTENTS 10 Format of Infractions 160 CHEATING 20 Definitions of Penalties 161 Cheating—Bribery 30 Applying Penalties 162 Cheating—Stalling 40 Repeat Offenses 163 Cheating—Fraud 100 DECK PROBLEMS Appendix A—Penalty Quick-Reference Guide 101 Deck Problem—Illegal Main Decklist 102 Deck Problem—Illegal Main Deck (Legal Decklist) 103 Deck Problem—Illegal Main Deck (No Decklist Used) Appendix B—Contact Information 104 Deck Problem—Illegal Sideboard List 105 Deck Problem—Illegal Sideboard (Legal List) 106 Deck Problem—Illegal Sideboard (No List Used) 110 PROCEDURAL ERRORS 111 Procedural Error—Minor 112 Procedural Error—Major 113 Procedural Error—Severe 114 Procedural Error—Failure to Desideboard 115 Procedural Error—Misrepresentation 116 Procedural Error—Tardiness 117 Procedural Error—Playing the Wrong Opponent 120 CARD DRAWING 121 Card Drawing—Drawing Extra Cards 122 Card Drawing—Looking at Extra Cards 123 Card Drawing—Improper Drawing at Start of Game 124 Card Drawing—Failure to Draw 130 MARKED CARDS 131 Marked Cards—Minor 132 Marked Cards—Major 140 SLOW PLAY 141 Slow Play—Playing Slowly 142 Slow Play—Exceeding the Pregame Time Limit 150 UNSPORTING CONDUCT 151 Unsporting Conduct—Minor 152 Unsporting Conduct—Major 153 Unsporting Conduct—Severe

PG.INTRODUCTION & CONTENTS 10. FORMAT OF INFRACTIONS Infractions are listed in the following manner: • Infraction Type, Infraction Name—The category and designation of the infraction • Definition—The description of what qualifies as an infraction • Example—Sample incidents of the infraction • Philosophy—The reasoning behind the penalty • Penalty—Recommended penalties at each Rules Enforcement Level (REL)

20. DEFINITION OF PENALTIES Caution: This is the smallest penalty that can be given. A caution is a verbal warning to a player. The caution must explain the infraction and the consequences if the infraction is repeat- ed. A caution should be reported to the head judge, but does not need to be reported to the DCI.

Warning: A warning is an officially tracked penalty. The purpose of a warning is to alert judges and players involved that a problem has occurred and to keep a permanent record of the infraction in the DCI Penalty Database. Warnings must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning. Warnings must also be communicated to the players to whom they are issued, explain- ing the infractions as well as possible consequences if the infractions are repeated.

Game Loss: A warning is always given with this penalty. If the player is in between games, the loss should be applied to the player’s next game. Game losses must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning. Judges must communicate game losses to the players to which they are issued and explain the infractions and possible consequences if the infractions are repeated.

Match Loss: A warning is always given with this penalty. Generally, the match loss applies to the current match. If in between matches, or if extenuating circumstances apply, a judge should apply this to the next match in the tournament. For example, a player receives a major unsporting conduct penalty during the last turn of the deciding game of a match. The judge might decide that the match loss should apply to the next match because the current match is basically finished and a match loss would be no penalty at this point. Match losses must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning. Judges must communicate match losses to the players to which they are issued and explain the infractions and possible consequences if the infractions are repeated.

Disqualification: A warning is always given with this penalty. When this penalty is applied, the player loses his or her current match and is dropped from the tournament. Players will still receive whatever prizes they have earned before the disqualification. In certain situa- tions, a disqualification without prize is appropriate. A disqualification without prize is defined as a disqualification with the player receiving no prizes and receiving no addi- tional awards (such as pro points, event invitations, and so on). Disqualification without prize is recommended for severe unsporting conduct and cheating. Disqualifications must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning.

PG.10-PG.20 30. APPLYING PENALTIES The DCI Penalty Guidelines apply to every game the DCI sanctions, but certain infractions may not apply to cer- tain games. For example, games that do not have a mulligan rule will not use mulligan-related penalties.

REL 2 and higher should be used only for more competitive events, typically found in Magic: The Gathering® tournaments. Tournament organizers and judges are welcome to run events at higher RELs, but most events should be run at REL 1.

For events that feature one-game matches, a game loss would essentially be a match loss. The following penalties for the following games should be used instead of a game loss.

• Harry Potter™ trading card game: Match loss

• Pokemon® trading card game: The player sets aside one additional prize card from the top of his or her deck. Then the opponent takes a prize card.

• MLB™ Showdown™ sports card game: The member with the highest point value on the manager’s team is ejected. (If there is a tie for highest point value, the manager chooses which team member is ejected.)

• NFL Showdown sports card game: Match loss

• WCW™ Nitro™ card game: Match loss

• X-Men™ trading card game: Match loss

40. REPEAT OFFENSES The recommended penalty for the first offense is listed in the “Penalty” portion of each infrac- tion. For the second offense of the same infraction, the next highest penalty is recommended. Note that this increase of penalty does not take into consideration the penalties assigned to other RELs, but instead follows the order of:

Caution—Warning—Game Loss—Match Loss—Disqualification

If a baseline penalty is a warning, the second offense should receive a game loss, and the third offense should receive a match loss. For example, at REL 1 a player’s penalty for the first offense of Card Drawing—Looking at Extra Cards would be a caution. The player’s penalty for a second offense would be the next highest, which is a warning. His or her third offense would result in a game loss, fourth offense a match loss, and fifth offense would result in the player’s disqualification.

PG.30-PG.40 100. DECK PROBLEMS This section generally deals with deck problems and related issues for Constructed and Limited tournaments.

101. Deck Problem—Illegal Main Decklist

Definition This penalty applies to tournaments for which decklists are being used. If sideboards are being used, and only list is illegal, please refer to section 114 instead.

Players are considered to have illegal decklists when one of the following conditions is true: • The decklist contains an illegal number of cards. • The decklist contains cards that are illegal for the format. • The decklist contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic® games).

Examples (A) A player in a Standard Magic tournament has 59 cards listed on her decklist when the minimum is 60. (B) A player in an Extended Magic tournament lists Tolarian Academy (a banned card) on his decklist. (C) A player in a Constructed Pokémon tournament lists five Professor Oaks on her decklist when a maximum of four is allowed.

Philosophy The decklist is the ultimate guide to a player’s deck. If the decklist is illegal, the player is considered to have an illegal deck, regardless of the physical contents of his or her deck. However, because the majority of illegal deck- lists are due to clerical error, it is not in the best interest of the event to disqualify a player for an illegal decklist. To maintain tournament integrity, the DCI recommends that tournament officials verify the legality of all decklists as soon as possible, preferably before the beginning of round 2. At all RELs, judges and other tournament officials must be vigilant about reminding players before the tournament begins of the consequences of submitting an ille- gal decklist.

Penalty At all RELs, the basic procedure is to correct a player’s decklist so it is legal and let the player continue playing in the tournament with a deck matching the corrected decklist. Any excess cards (cards violating a maximum number of cards restriction) or illegal cards should be removed from the decklist. Then, if cards need to be added to make the decklist legal, the player should add only basic resources like basic lands (for Magic) or basic energy (for Pokémon). For example, a player in a Standard Magic tournament has submitted a 58-card decklist with five Disenchants. Since there is a four-of-a-kind limit, one of the Disenchants must be removed. Now, the decklist con- tains only 57 cards, so three basic lands of the player’s choice are added to meet the 60-card minimum. In addition, the player receives either a game or a match loss, depending on the REL (see the penalty chart below). If the sub- mitted decklist consisted of 61 cards, no basic land would be added since the decklist was legal after the removal of the extra Disenchant.

Deck Problem—Illegal Main Decklist REL 1 REL 2 REL 3 REL 4 REL 5 Game Game Match Match Match

PG.100-PG.101 102. Deck Problem—Illegal Main Deck (Legal Decklist)

Definition This penalty applies to tournaments for which decklists are being used. If sideboards are being used and the side- board is illegal but the sideboard list is legal, please refer to section 115 instead. This penalty applies to players who have misplaced cards from their decks, have cards from a previous opponent in their decks, or whose decks do not otherwise match their decklists.

Players are considered to have illegal decks when one of the following conditions is true (while the decklist still indicates a legal deck): • The main deck contains an illegal number of cards. • The main deck contains cards that are illegal for the format. • The main deck contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games). • The contents of the main deck do not match the decklist.

Examples (A) A player in a Standard Magic tournament is playing with 59 cards in her deck when the minimum is 60. Her decklist indicates a legal deck with 60 cards. (B) A player in an Extended Magic tournament is playing with Tolarian Academy (a banned card) in his deck. His decklist indicates a legal deck with no banned cards. (C) A player in a Constructed Pokémon tournament is playing with five Professor Oaks in her deck when a maxi- mum of four is allowed. Her decklist indicates a legal deck with four Professor Oaks. (D) A player in a Magic tournament has a Pacifism in his deck from a previous opponent. His decklist indicates a legal deck.

Philosophy The decklist is the ultimate guide to a player’s deck. If the decklist indicates a legal deck, but the actual contents of the deck do not match the decklist, the player should restore the deck to reflect the decklist.

Penalty At all RELs, the player should receive a game loss and then be instructed to make any changes necessary to make the contents of the deck match what is recorded on the decklist. If these changes cannot be completed within 5 min- utes, the penalty should be upgraded to a match loss. The changes must be completed before the next match begins for the player to continue in the tournament.

Deck Problem—Illegal Main Deck (Legal Decklist) All Levels Game

103. Deck Problem—Illegal Main Deck (No Decklist Used)

Definition This penalty applies to tournaments for which decklists are not being used. If sideboards are being used and only the sideboard is illegal, then refer to section 106 instead. Players are considered to have illegal main decks when one of the following conditions is true: • The main deck contains an illegal number of cards. • The main deck contains cards that are illegal for the format. • The main deck contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games). Examples (A) A player in a Standard Magic tournament has fifty-nine cards in her deck when the minimum is sixty. (B) A player in an Extended Magic tournament has Tolarian Academy (a banned card) in his deck. (C) A player in a Constructed Pokémon tournament has five Professor Oaks in her deck when a maximum of four is allowed. PG.102-PG.103 Philosophy If the deck contains an illegal selection of cards, the player is playing with an illegal deck. However, lower REL events should be used to teach players the game, so it is not in the best interest of the event to disqualify players for illegal decks.

Penalty At higher RELs, decklists are normally used, so a separate, more severe penalty for higher RELs is not needed. At all RELs, judges and other tournament officials must be vigilant about reminding players before the tournament begins of the consequences of playing with an illegal deck.

When decklists are not being used, the general philosophy is to correct a player’s deck and allow the player to con- tinue playing. The head judge should work with the player to correct the deck. All illegal cards should be removed immediately. If cards need to be added to make the deck legal, the judge should require that the player add only simple cards like basic lands (for Magic) or basic energy (for Pokémon).

Deck Problem—Illegal Main Deck (No Decklist) REL 1 REL 2 REL 3 REL 4 REL 5 Game Game N/A N/A N/A

104. Deck Problem—Illegal Sideboard List

Definition This infraction applies only to games that use sideboards and only if players are required to register their sideboard cards for the tournament. If players are not required to register their sideboards, refer to section 106, Deck Problem—Illegal Sideboard (No Decklist Used). For purposes of this infraction, it is irrelevant whether the actual cards being used in a player’s sideboard are legal. The decklist (including sideboard list) is the final determination of the official contents of a player’s sideboard.

Players are considered to have illegal sideboard lists when one of the following conditions is true: • The sideboard list contains either too many or too few cards. • The sideboard list contains cards that are illegal for the format. • The sideboard list contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games).

Examples (A) A player in a Constructed Magic tournament lists only fourteen cards in his sideboard. (B) A player in a Constructed Magic tournament lists three Disenchants in her sideboard, while having two Disenchants listed in her main deck. (C) A player in a Standard Magic tournament lists (a banned card) in his sideboard. (D) A player in a Limited Magic tournament fails to list any of her sideboard cards in the “Total” column of her decklist.

Philosophy The sideboard list is the ultimate guide to a player’s sideboard. If the sideboard list is illegal, the player is consid- ered to have an illegal sideboard, regardless of the physical contents of his or her sideboard. However, because the majority of illegal sideboards are due to clerical error, it is not in the best interest of the event to disqualify a player for an illegal sideboard list. To maintain tournament integrity, the DCI recommends that tournament officials verify the legality of all sideboard lists as soon as possible, preferably before the beginning of round 2. At all RELs, judges and other tournament officials must be vigilant about reminding players before the tournament begins of the consequences of submitting an illegal sideboard list.

Penalty At all RELs, the basic procedure is to correct a player’s sideboard list so it is legal, if possible, and let the player continue playing in the tournament with a sideboard matching the corrected sideboard list. Any excess cards (cards violating a maximum- number- of-cards restriction) or illegal cards should be removed from the sideboard list. Then, if cards need to be added to make the sideboard list legal, the player should add only basic resources like basic lands (for Magic) or basic energy (for Pokémon). For example, a player in a Standard Magic tournament has

PG.103-PG.104 submitted a thirteen-card sideboard list with five Disenchants. Because there is a four-of-a-kind card limit, one of the Disenchants must be removed. After removal, the sideboard list will contain only twelve cards, so three basic lands of the player’s choice are added to meet the fifteen-card requirement. In addition, the player receives a game loss.

Deck Problem—Illegal Sideboard List All Levels Game

105. Deck Problem—Illegal Sideboard (Legal List)

Definition This infraction applies only to games that use sideboards and only if players are required to register their sideboards for the tournament. If players are not required to register their sideboards, refer to section 106, Deck Problem— Illegal Sideboard (No List Used). If a player’s sideboard list is illegal, refer to section 104, Deck Problem—Illegal Sideboard List. The decklist (including the sideboard list) is the final determination of the official contents of a play- er’s sideboard; therefore, an illegal sideboard list infraction takes precedence over an illegal sideboard infraction (assuming sideboard lists are being used).

Players are considered to have illegal sideboards when one of the following conditions is true: • The sideboard contains either too many or too few cards. • The sideboard contains cards that are illegal for the format. • The sideboard contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games). • The contents of the sideboard do not match the sideboard list.

Examples (A) During a Constructed Magic tournament, a player is found to have five Terrors in his sideboard, although the sideboard list is legal (listing only four). (B) A player has misplaced several cards from her sideboard (or lost the entire sideboard), but the sideboard list is legal.

Philosophy When the physical cards in the sideboard are illegal, but the sideboard list is legal, the best solution is to alter the sideboard to match the list. If the sideboard list is illegal, do not use this penalty; instead refer to section 114, which assigns a more strict penalty.

Penalty In addition to the appropriate penalty, the sideboard is altered to match the list for the remainder of the tournament. This includes final rounds or rounds of the tournament that will be played on different days of the tournament. The player is informed that he or she may not use his or her sideboard for the remainder of the current match. The player is responsible for correcting the sideboard error and finding any replacement cards that are needed before the next round begins. If the player is unable to obtain the appropriate cards, then those slots in the sideboard should be filled with basic lands of the player’s choice.

Deck Problem—Illegal Sideboard (Legal List) All Levels Game

PG.104-PG.105 106. Deck Problem—Illegal Sideboard (No List Used)

Definition This infraction applies only to games that use sideboards and only if players are not required to register their sideboards for the tournament. If players are required to register their sideboards, refer to section 104, Deck Problem—Illegal Sideboard List or section 105, Deck Problem—Illegal Sideboard (Legal List). Players are considered to have illegal sideboards when one of the following conditions is true: • The sideboard contains either too many or too few cards. • The sideboard contains cards that are illegal for the format. • The sideboard contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games). Philosophy When a sideboard is illegal, the cleanest solution is to remove the sideboard entirely. This creates a significant penalty, which is appropriate for the infraction, while still allowing the player to continue in the event. Penalty At higher REL events, decklists are normally used, so a separate, more severe penalty for higher RELs is not needed. In addition to the appropriate penalty, the sideboard is invalidated for the remainder of the tournament. This includes final rounds or rounds of the tournament that will be played later that day or on different days of the tournament. The sideboard is not physically removed, but the player is informed that he or she may not use his or her sideboard for the rest of the tournament. The player is responsible for notifying an opponent that his or her sideboard has been invalidat- ed before the second game of a match begins. Failure to notify an opponent that a sideboard has been invalidated is considered a Procedural Error—Minor.

Deck Problem—Illegal Sideboard (No List Used) REL 1 REL 2 REL 3 REL 4 REL 5 Game Game N/A N/A N/A

110. PROCEDURAL ERROR This section provides penalties for procedural errors. Many infractions fit into this category, although it is impossible to list them all. The head judge should use his or her discretion when deciding which penalty applies to an unlisted proce- dural error.

111. Procedural Error—Minor

Definition A minor procedural error occurs when a player performs an unintentional, slightly disruptive action at a tournament. Examples (A) A player indicates “Peregrine Drake” instead of “Pendrell Drake” while recording the contents of his sealed deck. (B) A player fails to provide a reliable method to track her life total. (C) A player shuffles his deck after an opponent has cut it. (D) A player repeatedly holds her cards below the table. (E) A player leaves a small amount of garbage in the tournament area (such as a gum wrapper or scrap of paper from a score pad). (F) A player is using a snow-covered land in a Standard Magic tournament. Philosophy Procedural errors vary significantly. The judge should adjust the penalty appropriately to reflect the level of tournament disruption. Penalty If the procedural error makes it impossible for a player to effectively complete the game or match in the allotted period of time, the judge should upgrade the penalty to a match/game loss. Procedural Error—Minor All Levels Caution PG.106-PG.111 112. Procedural Error—Major Definition A major procedural error occurs when a player performs an unintentional, disruptive action at the tournament.

Examples (A) A player fails to write her name on her decklist. (B) A player replaces cards in his sealed deck with copies of the same card without permission from a judge. (C) A player does not sufficiently randomize her deck before presenting it to her opponent. (D) A player leaves a large amount of garbage in the tournament area (such as uneaten food and/or food wrappers). Philosophy Procedural errors vary significantly. The judge should adjust the penalty appropriately to reflect the level of tourna- ment disruption. Penalty If the procedural error makes it impossible for a player to effectively complete the game or match in the allotted period of time, the judge should upgrade the penalty to a match/game loss. Procedural Error—Major All Levels Warning

113. Procedural Error—Severe Definition A severe procedural error occurs when a player performs an unintentional, extremely disruptive action at the tour- nament. Example (A) A player spills coffee on his deck and is unable to play the match effectively. Philosophy Procedural errors vary significantly and the judge should adjust the penalty appropriately to reflect the level of tournament disruption. Penalty If the procedural error makes it impossible for a player to effectively complete the game or match in the allotted period of time, the judge should upgrade the penalty. Procedural Error—Severe All Levels Game

114. Procedural Error—Failure to Desideboard Definition Players are considered to have committed this infraction when they don’t return their decks to their original config- urations before presenting their decks to their opponents at the beginning of the first game of a match. This infrac- tion applies only to games that use sideboards. Example (A) A player in a Magic tournament leaves a Circle of Protection: Red in her deck from the previous round. Philosophy In this situation, a game loss is a fair penalty. Tournaments that do not use decklists should not use this offense unless some method of registering sideboards is used. Penalty Procedural Error—Failure to Desideboard All Levels Game

PG.112-PG.114 115. Procedural Error—Misrepresentation

Definition A player is considered to have committed this infraction when he or she unintentionally misplayed a card or a game rule.

Examples (A) A player in a Pokémon tournament attempts to evolve his Charmander into Charizard, illegally skipping the Charmeleon evolution. (B) A player in a Magic tournament plays Wrath of God (2WW) using one white mana and three colorless mana. (C) A player in a Magic tournament attempts to play Treachery on a creature with protection from blue.

Philosophy This penalty assumes an unintentional action on behalf of the player. If the judge believes the misrepresentation was intentional, see section 160, Cheating. When the error is noticed and no significant game actions have taken place, the error should be corrected. If any significant game actions have taken place (such as moving to the next player’s turn), it is better to leave the game undisturbed because players have made play decisions based on the pre- sent state of the game.

Penalty

Procedural Error—Misrepresentation REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Warning Warning Warning

116. Procedural Error—Tardiness

Definition A player is considered to have committed this infraction when he or she is not in his or her seat when the round begins.

Examples (A) A player arrives to her seat 5 minutes after the round begins. (B) A player hands in his decklist after the time designated by the judge or organizer.

Philosophy Players are responsible for being on time for their matches.

Penalty A tardiness penalty should not be given if a round started early and a player arrived at his or her seat before the originally announced start time. At lower RELs, the tournament organizer may elect to give players the amount of time allotted for the pregame procedure (3 minutes) to arrive before a game loss is awarded. At higher RELs, a game loss should be awarded as soon as the round begins. At any REL, if a player is not in his or her seat 10 min- utes into the round, he or she should be awarded a second game loss. If a player does not arrive before the end of the round, he or she should be dropped from the event.

Procedural Error—Tardiness REL 1 REL 2 REL 3 REL 4 REL 5 Warning Warning Game Game Game

117. Procedural Error—Playing the Wrong Opponent Definition Two people played against each other when they were paired against different players for that round. Example (A) A player sits at the incorrect table and plays the wrong opponent.

PG.115-PG.117 Philosophy It is each player’s responsibility to ensure they are sitting in the correct seat. Penalty If the error is discovered within the pregame time limit for the first game (usually 3 minutes), then the player sit- ting at the wrong table should receive a warning and report to the correct seat. If the error is discovered after the pregame time limit has expired but before the time that a second game loss would be awarded for section 116, Procedural Error—Tardiness (usually 10 minutes), the player sitting at the wrong table should receive a game loss and should report to the correct table. If the error is not discovered until after the time that a second game loss would be awarded for section 116, Procedural Error—Tardiness, the player sitting at the wrong table should receive a match loss. Procedural Error—Playing the Wrong Opponent All Levels Warning

120. CARD DRAWING This section includes infractions relating to inappropriate card drawing, card viewing, and related topics.

121. Card Drawing—Drawing Extra Cards

Definition Players are considered to have drawn a card when they move a card more than one card length away from their decks (unless this is in the act of counting out cards face down). Players are also considered to have drawn a card when they take a card from their decks and perform any other action (playing a spell, advancing a phase in the game, and so on). If a player draws a card in this manner, the card is considered to have entered his or her hand immediately. In Magic games, this is generally considered an indication that the player has moved to his or her draw step (unless instructed to draw by some other effect). Players are not considered to have drawn extra cards when they place a card face down on the table (without look- ing at the card) in an effort to accurately count out cards as they draw. This penalty should be applied only once to one or more cards if they are drawn in the same action or sequence of actions, at the judge’s discretion. Philosophy Any time players draw extra cards, there is always a chance they will go unnoticed by their opponent, potentially giving them a significant advantage. Because of this potential for abuse, the penalty for drawing extra cards is fair- ly severe. A player can accidentally look at extra cards very easily, so a separate, less-severe penalty is established for that infraction called Card Drawing—Looking at Extra Cards (section 122). Correcting the problem always involves putting the extra card (if known, or a random card from the player’s hand, if not known) on top of the deck. This ensures that a player does not receive an advantage from a free shuffle (which he or she would receive if the card were shuffled back into the deck) and that the game will be impacted as little as possible. Card Drawing—Improper Drawing at Start of Game (section 123) is a separate, less-severe penalty. Penalty For the game to continue, the situation should always be corrected. When it is obvious which extra card was drawn, the card should be placed back on top of the deck. If it is unclear which card is the “extra” card, a random card should be selected from the player’s hand. If several cards are involved and it is unclear which order the cards were in, the cards should be placed randomly on top of the deck. The opponent of the player committing the infraction should be allowed to see any cards the other player has seen due to this infraction. An automatic game loss should be applied if a player has drawn so many cards that a judge is unable to correct the situation. If the judge feels that the player has received enough of an advantage by drawing an extra card (for example, the player has had his or her library modified by his or her opponent or the player sees the next card, which reveals some crucial strategic information), the penalty should be upgraded to a game loss.

Card Drawing—Drawing Extra Cards REL 1 REL 2 REL 3 REL 4 REL 5 Warning Warning Game Game Game PG.117-PG.121 122. Card Drawing—Looking at Extra Cards Definition Players are considered to have looked at a card when the card is moved any significant amount from their decks. This could include dropping cards on the floor, turning a card over while shuffling their opponents’ decks, or revealing cards from their decks in the act of misplaying a card. This penalty also applies when a player has looked at a card in an opponent’s deck or hand in the course of a game (such as turning over an extra card while resolving a random discard effect). A player is not considered to have looked at extra cards when he or she places a card face down on the table (with- out looking at the card) in an effort to count out cards he or she will draw. This penalty should be applied only once to one or more cards if they are seen in the same action or sequence of actions. Examples (A) A player accidentally flips over a card while shuffling her opponent’s deck. (B) A player flips over an extra card while drawing from his deck. (C) A player looks at the bottom card of her deck when presenting it to her opponent for cutting/shuffling. (D) A player shuffles his deck or his opponent’s deck with the cards face up. (E) A player takes a card from her opponent’s deck instead of her own. Philosophy A player can accidentally look at extra cards very easily, so the penalty is less severe than Card Drawing—Drawing Extra Cards. Drawing extra cards is a separate, more severe penalty because of the increased potential for abuse. In order to avoid supplying a free shuffle, the card(s) is placed back on top of the deck (if it was the top card of the deck that was seen) or returned to the area where it came from. Penalty In addition to the appropriate penalty, the situation should always be corrected. The opponent of the player commit- ting the infraction should be allowed to see any cards that the other player has seen illegally due to this infraction. An automatic game loss should be applied if a player has seen so many cards that a judge is unable to correct the situation or has received too much of an advantage by seeing an extra card (for example, the player sees the next card, which reveals some crucial, strategic information). Card Drawing—Looking at Extra Cards REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Warning Warning Warning

123. Card Drawing—Improper Drawing at Start of Game Definition Players committing this infraction draw extra cards (or too few cards) when they draw their hands, either initially or while resolving a mulligan. Examples (A) A player in a Pokémon tournament draws eight cards in her initial hand (instead of seven). (B) A player in a Magic tournament draws seven cards in his initial hand (instead of six) after taking a mulligan. (C) A player in a Magic tournament who is playing first (as opposed to drawing first) incorrectly draws a card dur- ing her first draw step. Philosophy This is generally a minor infraction and deserves a fairly minor penalty. Forcing players to redraw their hands with one less card is fairly quick and simple and avoids the possibility of a player gaining an advantage if he or she just had to reshuffle his or her cards and draw a new hand. Penalty The player must shuffle his or her hand into his or her deck and redraw the opening hand, drawing one less card than the number he or she should have drawn—not the number he or she actually drew. (This is similar to a forcing a mulligan in a Magic game.) Card Drawing—Improper Drawing at Start of Game REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Warning Warning Warning PG.122-PG.123 124. Card Drawing—Failure to Draw Definition A player does not draw a card that he or she was required to draw. Examples (A) A player in a Pokémon tournament forgets to draw a card at the start of her turn. (B) A player in a Magic tournament forgets to draw a card after a “cantrip” effect. Philosophy This is generally a minor infraction and deserves a fairly minor penalty. If the judge believes that it affected game play significantly (for example, a player forgot to draw several cards from a Howling Mine that allowed him or her to use Cursed Scroll successfully for several turns), the judge can upgrade the penalty to a game loss. Penalty Players must correct the situations by drawing however many cards they neglected to draw (unless a turn has passed). Card Drawing—Failure to Draw REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution WarningWarning Warning

130. MARKED CARDS This section deals with marked cards or sleeves. As always, the penalties for these infractions assume the infraction was unintentional. If the head judge feels the markings are intentional, he or she should refer to section 160, Cheating.

131. Marked Cards—Minor

Definition A player’s cards are marked in a way that is disruptive but unlikely to give an advantage to that player. (If the play- er is using sleeves, the cards must be examined while in the sleeves to determine if they are marked.)

Examples (A) A player in a Magic tournament has small marks on a few of his sleeves. The markings are on an island, a Counterspell, and a Masticore. (B) A player without sleeves has several premium cards that stand out significantly from the rest of her deck.

Philosophy If the possibility for advantage is fairly low, the player should be required to replace the card(s) or sleeve(s) but should not receive a significant penalty.

Penalty

Marked Cards—Minor REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Caution Warning Warning

PG.124-PG.131 132. Marked Cards—Major Definition A player’s cards are marked in such a way that could potentially give a significant advantage to that player. (If the player is using sleeves, the cards must be examined while in the sleeves to determine if they are marked.) Examples (A) A player in a Magic tournament has a marking on each of his land cards that makes them easily distinguish- able from the rest of the deck. (B) A player in a Magic tournament has four Powder Kegs in her deck, all of which are in card sleeves that have a slight bend in one corner. Philosophy If the possibility for advantage is high, the player should receive a significant penalty. Please note that this penalty still assumes that the cards are marked unintentionally. If the head judge believes that the cards were marked intentionally, he or she should refer to section 160, Cheating. Penalty Marked Cards—Major REL 1 REL 2 REL 3 REL 4 REL 5 Game Game Match Match Match

140. SLOW PLAY This section includes penalties for players who unintentionally play slowly.

141. Slow Play—Playing Slowly Definition Players who take longer than is reasonably required to complete game actions are engaging in slow play. If a judge believes that a player is intentionally playing slowly to take advantage of a time limit, that player is guilty of stalling (section 162). Example (A) A player is unsure of which creatures to block with, and spends 5 minutes trying to decide. Philosophy Slow-play penalties do not require a judge to determine whether a player is intentionally stalling. All players have the responsibility to play quickly enough so that their opponents are not at a significant disadvantage because of the time limit. Penalty No extra time should be included with the penalty unless a lengthy ruling occurred (see the Universal Tournament Rules, section 18). If slow play has significantly affected the result of the match, the judge should upgrade the penalty as appropriate. Slow Play—Playing Slowly REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Warning Warning Warning

142. Slow Play—Exceeding the Pregame Time Limit Definition A player exceeds the time limit for completing his or her pregame steps. Example (A) After 3 minutes into a round at a Magic Pro Tour™ Qualifier, a player has not completed his shuffling. Philosophy This penalty assumes the player is not intentionally stalling. If the head judge believes it is intentional, refer to the penalty for stalling (section 162).

PG.132-PG.142 Penalty A 1-minute time extension is included with the penalty.

Slow Play—Exceeding the Pregame Time Limit REL 1 REL 2 REL 3 REL 4 REL 5 Caution Caution Caution Warning Warning

150. UNSPORTING CONDUCT This section deals with unsporting conduct at tournaments. A player does not have to be actively involved in a match to receive a penalty for unsporting conduct.

151. Unsporting Conduct—Minor

Definition Minor unsporting conduct is defined as behavior that may be disruptive to a person at the tournament, but that has no significant impact on the operation of the tournament in any way.

Examples (A) A player uses profanity in the presence of a parent or young player. (B) A player loudly demands to a judge that her opponent receive a penalty.

Philosophy Different levels of unsporting conduct should be penalized accordingly. The head judge is always the final authority on what constitutes unsporting conduct and is free to interpret the guidelines as he or she sees.

Penalty

Unsporting Conduct—Minor All Levels Warning

152. Unsporting Conduct—Major

Definition Major unsporting conduct is defined as behavior that is disruptive to a player or players at the tournament, but does not cause delays or include any form of physical contact or significant emotional distress.

Examples (A) A player repeatedly calls a judge and argues that his opponent should lose the game for insignificant procedural oversights. (B) A player fails to obey the instructions of a tournament official.

Philosophy Different levels of unsporting conduct should be penalized accordingly. The head judge is always the final authority on what constitutes unsporting conduct and is free to interpret the guidelines as he or she sees fit.

Penalty

Unsporting Conduct—Major REL 1 REL 2 REL 3 REL 4 REL 5 Game Game Match Match Match

PG.142-PG.152 153. Unsporting Conduct—Severe

Definition Severe unsporting conduct is defined as behavior that is disruptive to a player or players at a tournament, causes delays, and may include any form of physical contact or significant emotional distress.

Examples (A) A player pulls a chair from beneath another player, causing her to fall to the ground with a minor injury. (B) A player argues in an excessive and belligerent manner with a judge after the judge has made a final ruling.

Philosophy Different levels of unsporting conduct should be penalized accordingly. The head judge is always the final authority on what constitutes unsporting conduct and is free to interpret the guidelines as he or she sees fit.

Penalty

Unsporting Conduct—Severe All Levels Disqualification without prize

160. Cheating This section deals with intentionally committed infractions that can give a player a significant advantage over others.

161. Cheating—Bribery

Definition A player attempts to bribe an opponent into conceding, drawing, or changing the results of a match, or two players attempt to determine the outcome of a game or match using a random method such as a coin flip or die roll. Refer to section 25 of the Universal Tournament Rules for a more detailed description of what constitutes bribery.

Examples (A) A player in a Swiss round offers his opponent $100 to concede the match. (B) Two players roll a die to determine the winner of a match.

Philosophy Bribery disrupts the integrity of the tournament and is strictly forbidden. Randomly determining the outcome of a game or match is also specifically prohibited. Please refer to section 25 of the Universal Tournament Rules to ensure the proper application of this penalty.

Penalty

Cheating—Bribery All Levels Disqualification without prize

162. Cheating—Stalling

Definition A player intentionally plays slowly in order to take advantage of the time limit. Refer to section 161 for unintentional slow play.

Example (A) A player has two lands in his hand, no options available to significantly affect the game, and spends several min- utes “thinking” about what to do.

PG.153-PG.162 Philosophy If it is clear that a player is stalling, he or she should face a serious penalty.

Penalty

Cheating—Stalling REL 1 REL 2 REL 3 REL 4 REL 5 Match Match Match DQ DQ

163. Cheating—Fraud

Definition A player intentionally misrepresents rules, procedures, personal information, or any other relevant tournament information.

Examples (A) A player uses a fake name and DCI number when registering for a tournament. (B) A player misrepresents the results of a match to tournament officials.

Philosophy There should be zero tolerance for this type of activity.

Penalty

Cheating—Fraud All Levels Disqualification without prize

164. Cheating—Other

Definition This category includes any intentional infraction that does not fall into the categories of bribery, stalling, or fraud.

Examples (A) A player intentionally looks at the faces of his opponent’s cards while shuffling and uses this information to stack the cards in an order unfavorable for the opponent. (B) A player marks cards in his deck and intentionally uses this information to gain an advantage. (C) A player intentionally draws extra cards while the opponent is distracted.

Philosophy Any player who intentionally violates the rules should face a serious penalty.

Penalty

Cheating—Other All Levels Disqualification without prize

PG.162-PG.164 ENALTY UICK EFERENCE APPENDIXPA—PENALTY QUICK-REFERENCE GUIDEQ R

Infraction REL 1 REL 2 REL 3 REL 4 REL 5 Deck Problem—Illegal Main Decklist Game Game Match Match Match Deck Problem—Illegal Main Deck (Legal Decklist) Game Game Game Game Game Deck Problem—Illegal Main Deck (No Decklist Used) Game Game N/A N/A N/A Deck Problem—Illegal Sideboard List Game Game Game Game Game Deck Problem—Illegal Sideboard (Legal List) Game Game Game Game Game Deck Problem—Illegal Sideboard (No List Used) Game Game N/A N/A N/A Procedural Error—Minor Caution Caution Caution Caution Caution Procedural Error—Major Warning Warning Warning Warning Warning Procedural Error—Severe Game Game Game Game Game Procedural Error—Failure to Desideboard Game Game Game Game Game Procedural Error—Misrepresentation Caution Caution Warning Warning Warning Procedural Error—Tardiness Warning Warning Game Game Game Procedural Error—Playing the Wrong Opponent Warning Warning Warning Warning Warning Card Drawing—Drawing Extra Cards Warning Warning Game Game Game Card Drawing—Looking at Extra Cards Caution Caution Warning Warning Warning Card Drawing—Improper Drawing at Start of Game Caution Caution Warning Warning Warning Card Drawing—Failure to Draw Caution Caution Warning Warning Warning Marked Cards—Minor Caution Caution Caution Warning Warning Marked Cards—Major Game Game Match Match Match Slow Play—Playing Slowly Caution Caution Warning Warning Warning Slow Play—Exceeding Pre-game Time Limit Caution Caution Caution Warning Warning Unsporting Conduct—Minor Warning Warning Warning Warning Warning Unsporting Conduct—Major Game Game Match Match Match Unsporting Conduct—Severe Disqualification without prize Cheating—Bribery Disqualification without prize Cheating—Stalling Match Match Match DQ DQ Cheating—Fraud Disqualification without prize Cheating—Other Disqualification without prize

Note: REL 1 is the standard enforcement level for most DCI tournaments.

Appendix B—Contact Information

This document is valid from September 1, 2001 to August 31, 2002.

For the most recent version of this document, or to learn about DCI tournaments and judging, please contact the DCI in any of the following three ways:

DCI Website: thedci.com DCI Judge’s Website: wizards.com/dci/judge/Welcome.asp Email: [email protected] (DCI judge certification and training administrator) Phone: (800) 324-6496 (Wizards of the Coast® Game Support) MAGIC: THE GATHERI NG MAGIC: THE GATHERING® DCI™ FLOOR RULES 2001Ð2002 Tournament Season Effective November 1, 2001

Introduction The Magic: The Gathering DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the Magic® game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned Magic tournaments. Individuals who violate sections of these documents will be sub- ject to the appropriate provisions of the DCI Penalty Guidelines.

Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

100. GENERAL Magic TOURNAMENT RULES

101. Format and Ratings Categories The DCI sanctions the following formats. They may be sanctioned as single, two-person team, or three-person team events.

Constructed Formats: • Standard • Extended • Block Vintage Constructed Formats: • Type 1 • Type 1.5 Limited Formats: • Sealed Deck • Booster Draft • Rochester Draft The DCI produces the following ratings categories: • Constructed (includes Standard, Extended, and Block formats) • Vintage (includes Type 1 and Type 1.5 formats) • Limited (includes all Limited formats) • Team Constructed (includes all Constructed team formats) • Team Limited (includes all Limited team formats)

102. Authorized Cards Alpha cards (cards from the first print run of the basic set) may be used in decks containing non-Alpha cards only if all cards are placed in completely opaque sleeves and only if the sleeves could not be considered marked. If sleeves are not used, Alpha cards may be used only in decks that consist exclusively of Alpha cards. Participants may not use cards from any special-edition sets or supplements, such as Collector’s Edition, International Collector’s Edition, Pro Tour™ Collector Set, World Championship decks, or ™ cards. Note: Unglued basic land cards are allowed in sanctioned Magic tournaments.

103. Card Interpretation All cards are interpreted using the appropriate card ruling section of the Oracle card reference. During sanctioned competition, players must refer to this version of a card to settle disputes concerning the interpretation of a card’s wording or powers. Card abilities are based on card text, not artwork. Players may not use previously or newly discovered errors or omissions in Oracle to disrupt a tournament or other- wise abuse the rules. The head judge is the final authority for all card interpretations, and he or she may overrule Oracle when a mistake or error is discovered. 100.-103. 104. New Releases The following card sets are scheduled to release during the 2001–2002 tournament season: Odyssey™, Torment™, and Judgment™. They become legal in Constructed on the following days: • Odyssey set: November 1, 2001 • Torment set: March 1, 2002 • Judgment set: July 1, 2002 These dates are subject to change. Any changes will be announced via an official DCI announcement. New card sets are allowed in Limited play at any time, including before their public releases.

110. Magic TOURNAMENT MECHANICS

111. Match Structure Three is the default number of games in a Magic match, and tournament organizers must allow three games per match. If a tournament organizer chooses, he or she can run single-elimination final rounds as best three games out of five—this must be announced before the tournament begins. Match results, not individual game results, are reported to the DCI for the purpose of inclusion in worldwide ratings and rankings.

Drawn games (games without a winner) do not count towards one of the three games in a match. The match should continue until one player has won the majority of games as long as match time allows.

112. Match Time Limits The minimum time limit for any match is 45 minutes.

The following time limits are recommended for each round of a tournament: • Constructed and Limited tournaments—50 minutes • Single-elimination quarterfinal or semifinal matches—90 minutes • Single-elimination final matches—no time limit

The following time limits are required:

• In multiple-day tournaments for which finals are held on separate days (such as some National Championships, Continental Championships, Pro Tour events, or World Championships), the Swiss rounds shall be 60 minutes and the final rounds will have no limit. Otherwise, the Swiss rounds shall each be 50 min- utes. • Grand Prix events, Grand Prix Trials, Pro Tour Qualifiers, State/Province Championships, and Regional Championships must use 50-minute Swiss rounds.

In addition, the following time limits are recommended for Limited tournaments:

• Sealed Deck—20 minutes for deck registration and 30 minutes for deck construction • Draft—30 minutes for deck registration and construction • Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction • Team Draft—30 minutes for deck construction and registration

113. Who Plays First The winner of a coin toss (or other random method) chooses either to play first and skip his or her first draw step or to play second. The winner of the coin toss must make this choice before looking at his or her hand. If the coin toss winner makes no choice, it is assumed that he or she is playing first. The player who plays first skips the draw step of his or her first turn. Each turn thereafter follows the standard order set forth in the Magic play rules. This is commonly referred to as the play/draw rule.

After each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (so that there was no winner or loser), the player who decided to play or draw for that game chooses for the next game.

104.-113. 114. Pregame Procedure Before a game begins, players determine who plays first (see section 113). This may be done any time during the pregame procedure before the players look at their hands. (Note that players are not required to decide who plays first before sideboarding.) The following steps must be performed before each game begins: 1. Players may exchange cards in their decks for cards in their sideboards (only after the first game of the match). 2. Players shuffle their decks (see Universal Tournament Rules, section 21). Note that players may stop shuffling to perform additional sideboarding, but must then shuffle sufficiently. 3. Players present their decks to their opponents for additional shuffling and cutting. 4. If the opponent has shuffled the player’s deck, that player may make one final cut. 5. Players present their sideboards and put them in a clearly distinguishable place. 6. Each player draws seven cards. 7. Each player, in turn, decides whether to mulligan (see section 115). Once mulligans are resolved, the game can begin.

115. Mulligan Rule Before each game begins, a player may, for any reason, reshuffle and redraw his or her hand, drawing one less card. This may be repeated as often as the player wishes, until he or she has no cards left in his or her hand. The decision of whether to mulligan passes between players following the order established in section 113. After the participant who plays first mulligans as often as he or she likes, the decision of whether to mulligan passes to the other player. Once a player passes the opportunity to mulligan, that player may not change his or her mind.

116. End-of-Match Procedure If the match time limit is reached before a winner is determined, the active player (as defined in the Magic game rules) finishes his or her turn and five total additional turns are played. For example, time is called on player A’s turn. Player A finishes his or her turn. Player B takes his or her turn, which is turn 1. Player A takes his or her turn, which is turn 2. Player B takes turn 3, player A takes turn 4, and player B takes the final turn, which is turn 5. Players take any extra turns granted to them by card effects as they normally would during the course of the game, but any extra turn counts as one of the five end-of-match turns. Once the fifth turn is completed, the game finishes regardless of any remaining card-generated or end-of-match extra turns. If the game finishes before the fifth turn is completed, the match is over and no new game begins. If a judge assigned a time extension (because of a long ruling, deck check, or other reason), then the end-of-match procedure does not occur until the end of the time extension.

117. Determining a Match Winner In Swiss rounds, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match is a draw. In single-elimination rounds, matches may not end in a draw. After the normal end-of-match procedure is finished, the player with more game wins is the winner of the match. If both players in a single-elimination tournament have equal game wins when the normal end-of-match procedure is finished, the player with the highest life total becomes the winner of the current game in progress. In the event the players have equal life totals (or are between games and the game wins are tied), the game/match should continue until the first life total change that results in one player having a higher life total than the other.

120. RULES FOR CONSTRUCTED TOURNAMENTS

121. Deck-Size Limits Constructed decks must contain a minimum of sixty cards. There is no maximum deck size. If a player wishes to use a sideboard, it must contain exactly fifteen cards. With the exception of basic lands (plains, island, swamp, mountain, and forest [including snow-covered variants]), a player’s combined deck and sideboard may not contain more than four of any individual card, counted by its English card title equivalent. (Note that snow-covered lands are permitted only in formats that allow the Ice Age™ set to be used.)

114.-121. 122. Sideboard Use Before each game begins, players must present their sideboard and allow their opponents to count the number of cards in their sideboards (face down), if requested. Players may not look at their sideboards during a game. The sideboard must be clearly identified and separated from all other cards in the play area. The sideboard may not be kept where it could be easily confused or switched with other cards.

The deck and sideboard must each be returned to their original compositions before the first game of each match. Thus, cards transferred from a player’s deck to his or her sideboard, and vice versa, must be returned before the player begins a new match. If a penalty causes a player to forfeit the first game in a match before that game began neither of the play- ers of that match may use cards from their sideboard for the second game.

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. Any card exchanges between decks and sideboards must be made on a one-for-one basis to ensure that the sideboards remain at exactly fifteen cards at all times. There are no restrictions on the number of cards a player may exchange this way as long as one card from the deck is traded for one in the sideboard.

125. Standard-Format Deck Construction The following card sets are permitted in Standard tournaments: • Seventh Edition™ • Mercadian Masques™ (Until October 31, 2001) • Nemesis™ (Until October 31, 2001) • Prophecy™ (Until October 31, 2001) • Invasion™ • Planeshift™ • Apocalypse™ • Odyssey (Effective November 1, 2001) • Torment (Effective March 1, 2002) • Judgment (Effective July 1, 2002)

Card sets rotate into the Standard environment on the specific dates as described in section 104. However, they rotate out in blocks. A given large expansion and its two small expansions—essentially a year of Magic expansions—enter Standard play as a new block when the large expansion rotates into the environment.

Example: The Invasion block rotated into the Standard environment when the Invasion set became legal for play. The Planeshift and Apocalypse sets are Invasion block expansions and are legal in Standard. The Invasion, Planeshift, and Apocalypse sets will rotate out of the tournament environment together when the next large expansion after Odyssey enters play on November 1, 2002 (two years after the Invasion set was introduced to the environment).

There are no cards currently banned in Standard.

126. Extended-Format Deck Construction New card sets are allowed in Extended tournaments once they qualify for DCI-sanctioned tournaments, as outlined in section 104.

The following card sets are permitted in Extended tournaments: • Fifth Edition™ • Urza’s Saga™ • Classic™ (Sixth Edition) • Urza’s Legacy™ • Seventh Edition • Urza’s Destiny™ • Ice Age • Mercadian Masques • Homelands™ • Nemesis • Alliances™ • Prophecy • Mirage™ • Invasion • Visions™ • Planeshift • Weatherlight™ • Apocalypse • Tempest™ • Odyssey (Effective November 1, 2001) • Stronghold™ • Torment (Effective March 1, 2002) • Exodus™ • Judgment (Effective July 1, 2002)

122.-126. In addition, the following ten cards (commonly referred to as “dual lands”) from earlier sets than those listed above are allowed in Extended play: • Badlands • Bayou • Plateau • Savannah • Scrubland • Taiga • Tropical Island • Tundra • Underground Sea • Volcanic Island The following individual cards are banned in Extended tournaments: • Any ante or uniquely named promo card • Dark Ritual • Demonic Consultation • Dream Halls • Earthcraft • Lotus Petal • Mana Vault • Memory Jar • Mind Over Matter • Necropotence • Replenish • Survival of the Fittest • Time Spiral • Tolarian Academy • Windfall • Yawgmoth’s Bargain • Yawgmoth’s Will • Zuran Orb

127. Type 1 Format Deck Construction Type 1 tournament decks may consist of cards from all Magic card sets, any extension of the basic set, and all pro- motional cards released by Wizards of the Coast. New card sets are allowed in Type 1 tournaments once they qualify for DCI-sanctioned tournaments as outlined in section 104. The following cards are banned in Type 1 tournaments: • Any ante card • Chaos Orb • Falling Star The following cards are restricted in Type 1 tournaments: • Ancestral Recall • Mox Diamond • Balance • Mox Emerald • Berserk • Mox Jet • Black Lotus • Mox Pearl • Black Vise • Mox Ruby • Braingeyser • Mox Sapphire • Channel • Mystical Tutor • Crop Rotation • Necropotence • Demonic Consultation • Recall • Demonic Tutor • Regrowth • Doomsday • Sol Ring • Dream Halls • Strip Mine • Enlightened Tutor • Stroke of Genius • Fastbond • Time Spiral • Fork • Time Walk • Frantic Search • Timetwister • Grim Monolith • Tinker • Hurkyl’s Recall • Tolarian Academy • Library of Alexandria • Vampiric Tutor • Lotus Petal • Voltaic Key • Mana Crypt • Wheel of Fortune • Mana Vault • Windfall • Memory Jar • Yawgmoth’s Bargain • Mind Over Matter • Yawgmoth’s Will • Mind Twist 126.-127. 128. Type 1.5 Format Deck Construction Type 1.5 tournament decks may consist of cards from all Magic card sets, any extension of the basic set, and all promotion- al cards released by Wizards of the Coast. New card sets are allowed in Type 1.5 tournaments once they qualify for DCI- sanctioned tournaments as outlined in section 104. The Banned List for Type 1.5 tournaments consists of all cards from Banned List and Restricted List for the Type 1 format.

The following cards are banned in Type 1.5 tournaments: • Any ante card • Frantic Search • Recall • Ancestral Recall • Grim Monolith • Regrowth • Balance • Hurkyl’s Recall • Strip Mine • Berserk • Library of Alexandria • Stroke of Genius • Black Lotus • Lotus Petal • Time Spiral • Black Vise • Mana Crypt • Time Walk • Braingeyser • Mana Vault • Timetwister • Channel • Memory Jar • Tinker • Chaos Orb • Mind Over Matter • Tolarian Academy • Crop Rotation • Mind Twist • Vampiric Tutor • Demonic Consultation • Mox Diamond • Voltaic Key • Demonic Tutor • Mox Emerald • Wheel of Fortune • Doomsday • Mox Jet • Windfall • Dream Halls • Mox Pearl • Yawgmoth’s Bargain • Enlightened Tutor • Mox Ruby • Yawgmoth’s Will • Falling Star • Mox Sapphire • Fastbond • Mystical Tutor • Fork • Necropotence

129. Block Format Deck Construction The DCI sanctions a series of Constructed formats called Block formats. Each Block format consists of a maximum of three expansions (one large expansion and the two small expansions associated with it). The DCI sanctions the following Block formats: • Odyssey Block (Odyssey) (Effective November 1, 2001) • Invasion Block (Invasion, Planeshift, Apocalypse) • Masques Block (Mercadian Masques, Nemesis, Prophecy) • (Urza’s Saga, Urza’s Legacy, Urza’s Destiny) • Tempest Block (Tempest, Stronghold, Exodus) • Mirage Block (Mirage, Visions, Weatherlight) • Ice Age Block (Ice Age, Alliances, Homelands) There are no banned cards in Invasion Block tournaments. The following cards are banned in Masques Block tournaments: • Lin Sivvi, Defiant Hero • Rishadan Port The following cards are banned in Urza Block tournaments: • Gaea’s Cradle • Memory Jar • Serra’s Sanctum • Time Spiral • Tolarian Academy • Voltaic Key • Windfall The following card is banned in Tempest Block tournaments: • Cursed Scroll The following card is banned in Mirage Block tournaments: • Squandered Resources The following cards are banned in Ice Age Block tournaments: • Amulet of Quoz • Thawing Glaciers • Timmerian Fiends • Zuran Orb

128.-129. 130. Rules for Limited Tournaments

131. Deck-Size Limits Main decks must contain a minimum of forty cards. There is no maximum deck size. All cards a player received but is not using in his or her main deck become that player’s sideboard.

Players are not restricted to four of any one card in Limited tournament play.

132. Sideboard Use Any drafted or opened cards not used in a player’s Limited deck function as his or her sideboard. Players may not look at their sideboards during a game.

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. There are no restrictions on the number of cards a player may exchange this way as long as the play deck contains at least forty cards. Cards do not need to be exchanged on a one-for-one basis.

133. Materials Provided Tournament organizers and/or the head judge may choose to provide basic lands for players to use during the tour- nament. If the organizer provides basic lands, he or she must make available the same amount of land cards to each player. Organizers must announce before and during event registration whether they will provide players with access to basic lands. Organizers may require players to return the land cards when they leave the tournament.

134. Rules for Sealed Deck Tournaments In Sealed Deck tournaments, players may exchange any number of non-premium basic lands from the cards they receive in the sealed product for basic lands of their choice (provided by the tournament organizer). This exchange may take place any time in between games in a match.

In the past, tournament organizers have used a “five extra land” or “five-land swap” procedure for Sealed Deck tournaments. These procedures are no longer used because they usually encourage players to request more lands than they need. In cases in which one basic land is more popular than another, there is no evidence to show that the “five-land swap” is more effective at conserving land than the newly prescribed method.

135. Rules for Draft Tournaments Players may add as many basic lands to their decks as desired; no maximum is imposed. Extra lands are allowed for sideboards, and players may add basic lands to their sideboards any time between games.

140. RULES FOR TEAM TOURNAMENTS

141. General Team Requirements Each individual team must have unique, team-specific information, including: • a team name, • a team affiliation, if applicable (sponsor, school, retail store, and so on), • a team city, • a team state/province, • a team country, and • team members (with their respective DCI membership numbers).

Multiple teams may have the same affiliation, city, state/province, and/or country.

142. Team Names Wizards of the Coast reserves the right to disallow any team name that it deems offensive and/or obscene. Tournament organizers and certified head judges should discourage teams from registering team names that may be considered offensive and/or obscene. Once a team is registered at the professional level (meaning that the team has registered and played in a team-format Pro Tour event), that name is considered taken and may not be used by any other team. 130.-142. 143. Team Composition and Identification A valid team consists of two or three members, as appropriate to the DCI-sanctioned team format (see section 101). A team is identified by the individual DCI membership numbers of its respective members. Individual DCI members may be mem- bers of more than one valid team.

A team continues to exist as long as its respective members choose to identify themselves as a team. Any change in team membership (that is, the removal and/or addition of a member) constitutes a new team, with new team-specific information (see section 141). A team may change its name, affiliation, city, state/province, or country without becoming a new team.

144. Valid Team Participation and Player Designation Sanctioned team tournaments are open to teams consisting of two or three members. Only valid teams of the appropriate size are eligible for a DCI-sanctioned team tournament. If a player drops or is disqualified from the event, the entire team is dropped from the event. Each team entering a DCI-sanctioned team tournament must provide the tournament organizer with its team-specific infor- mation (see section 141) when registering for the event. Failure to provide this information will result in the team’s dis- qualification from the tournament. Example: A sanctioned three-person team tournament is open only to teams consisting of three members; teams consisting of two members cannot compete in this event. Teams must designate player positions during event registration. For example, in a three-player team event, each team must designate who is player A, player B, and player C. Players retain these designations throughout the entire tournament. When two teams are paired against each other during the course of a tournament, the team members designated as player A play against each other, the team members designated as player B play against each other, and so on.

145. Team Constructed Tournaments Event results for each DCI-sanctioned team Constructed tournament (Type 1, Type 1.5, Extended, and Standard) are merged into one set of Constructed ratings for each team size.

146. Team Limited Tournaments Event results for each DCI-sanctioned team Limited tournament (Sealed Deck, Rochester Draft, and Booster Draft) are merged into one set of Limited ratings for each team size. Team Limited tournaments using any DCI-sanctioned Limited format must adhere to all applicable sections of the Magic DCI Floor Rules and DCI Universal Tournament Rules for Limited tournaments.

147. Team Rochester Draft Tournaments Team Rochester events require teams of three players each, and two teams are seated at each table for the draft. Team members sit opposite the opposing team’s player with the same designation. (For example, in a three-person team event, players sit around the table clockwise in this order: 1A, 1B, 1C, 2A, 2B, 2C.) During the draft, talking is not allowed. However, nonverbal signals such as pointing and gesturing are permitted. The winner of a coin toss (or other random method) chooses either to pick first or to allow the other team to pick first. The “B” player of the team that picks first will lay out the first pack. All fifteen cards are drafted from the pack, but otherwise the draft follows the standard Rochester Draft rules for timing and active-player rotation (see the Universal Tournament Rules, sections 76 and 77).

143.-147. Example: Team 1 and Team 2 are seated around a table. They are numbered 1A-1B-1C-2A-2B-2C in a clockwise order. Team 2 wins the coin toss, and the members of Team 2 choose to let Team 1 pick first. The active player for the first pack is Player 1B. The first booster pack for Player 1B is opened and placed face up in front of Player 1B. After the 30-second review period has expired, the draft order is as follows: Player 1B—card 1 Player 1A—card 6 Player 1C—card 11 Player 1C—card 2 Player 1A—card 7 Player 1B—card 12 Player 2A—card 3 Player 2C—card 8 Player 1B—card 13 Player 2B—card 4 Player 2B—card 9 Player 1C—card 14 Player 2C—card 5 Player 2A—card 10 Player 2A—card 15

APPENDIX A—PREMIER EVENTS

Wizards of the Coast sponsors the following Magic: The Gathering Premier events for the 2001–2002 tournament season. This list is subject to changes, additions, or deletions. Check our website at wizards.com/tournaments/Welcome.asp for more details regarding specific events and the complete invitation policy.

World Championships (48K, REL 5, level 4 judge required): The World Championships are the culminating event of professional Magic play for the season. The 2002 World Championships will be held in August in Sydney, Australia. Competitors earn invitations by placing high enough in their respective National and Continental Championships or by being rated highly in either DCI ratings or pro point standings. This year’s World Championships will use the following formats: Rochester Draft, Block Constructed, and Standard.

Continental Championships (40K, REL 4, level 4 judge required): Continental Championships are held for the European, Asia Pacific, and Latin America regions. These multiple-day tournaments are open only to citizens and perma- nent residents of the appropriate regions. Competitors earn invitations to Continental Championships by placing highly in their National Championships or by being rated highly in either DCI ratings or pro point standings.

National Championships (40K, REL 4): National Championships are invitation-only events. Competitors earn invitations to Nationals by placing highly in an appropriate qualifying tournament or by being rated highly in either DCI ratings or pro point standings.

Regional Championships (32K, REL 3): Regional Championships provide an opportunity for players to earn invitations to their countries’Nationals. The format for Regionals is Standard. Any citizen or permanent resident of a country is eligi- ble to compete in any Regional Championship held in that country.

State/Province Championships (24K, REL 2): State and Province Championships are offered in select countries. The format is Standard. The events are open to all players who reside in the appropriate states/provinces.

147. - Appendix A Pro Tour Events (48K, REL 5, level 4 judge required): The Magic professional circuit is made up of five Pro Tour events held around the globe. Each Pro Tour stop showcases the best players in the game competing for a total prize purse of over $200,000. Competitors earn invitations to a Pro Tour event by winning a Pro Tour Qualifier or by rating highly in either DCI ratings or pro point standings. The 2001–2002 Pro Tour season has stops scheduled in the following cities: • September 2001, New York (Team Limited) • November 2001, New Orleans (Extended) • January 2002, San Diego (Rochester Draft) • March 2002, Osaka (Block Constructed) • May 2002, Nice (Booster Draft)

Pro Tour Qualifiers (32K, REL 3): Pro Tour Qualifier tournaments offer invitations to Pro Tour events to top-placing competitors. Qualifiers are open to all players who do not yet have an invitations to the particular Pro Tour stop for which the event qualifies. The format of each Qualifier varies depending on the format of the particular Pro Tour the event quali- fies for.

Grand Prix Events (40K, REL 4): The Grand Prix tournament series is an international circuit of large-scale Qualifier tournaments featuring cash prizes and multiple invitations to Pro Tour events. Grand Prix events are open to all players. Participants with high DCI ratings or pro point standings earn byes for Grand Prix events. Additionally, there is a special prize payout for the best finishers with 0 lifetime pro points.

Grand Prix Trials (24K, REL 2): Grand Prix Trials offer byes to top-placing competitors for specific Grand Prix events. Grand Prix Trials are open to all players. The format of each Trial varies depending on the format of the particular Grand Prix event for which the Trial awards byes.

Masters Series Tournaments (48K, REL 5): The Masters Series tournament series is composed of four tournaments each season that highlight the most accomplished players in the world. Three of these events invite thirty-two players, and the fourth invites eight three-player teams. Every participant in a Masters Series event wins money, and the competitors battle for a total prize purse of $150,000. Each Masters Series tournament is held in conjunction with a Pro Tour stop. Competitors earn invitations to a Masters Series tournament by placing highly in a Masters Series Qualifier tournament held the day before the appropriate Masters Series event or by being rated highly in either DCI ratings points or pro point standings.

Junior Super Series (JSS) Championship (32K, REL 3): The JSS Championship is the culminating event for Magic players ages 15 and under and is held at the end of the season. Competitors earn invitations by placing first or second in a JSS Challenge, by placing highly in the JSS Open (held the day prior to the Championship), or by being rated highly in the DCI ratings for their age category. Top finishers in the Championship win scholarships and product prizes. The format for both the Championship and the Open is Standard.

Junior Super Series Challenges (16K, REL 1): A total of 300 JSS Challenges will be available in the 2001–2002 tour- nament season, each with a $1,000 scholarship prize, premium card prizes, and “Magic for a Year.” These events are open to all players ages 15 and under who do not have any pro points. The first- and second-place finishers of each Challenge earn an invitation to compete in the JSS Championship. The format for all JSS Challenges is Standard. At this time, JSS Challenges are available only in North America.

Friday Night Magic (8K, REL 1): This program is offered exclusively through Premier stores. Prizes include special pre- mium cards awarded to the winner, the most sporting player, and a randomly selected participant. The format can be Standard, Sealed Deck, or Booster Draft.

Prerelease tournaments (16K, REL 2): Prerelease tournaments are held approximately two weeks prior to the release of each expert-level expansion. The format for each Prerelease tournament is Sealed Deck using the new product. Prerelease events are open to all players.

Amateur Championship (32K, REL 3): This title event is open to all players who have never earned a pro point. The format is Standard. APPENDIX A. (CONT.) POKÉMON POKÉMON® DCI™ FLOOR RULES 2001–2002 Tournament Season Effective December 12, 2001

Introduction The Pokémon DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, DCI Penalty Guidelines, and Pokémon trading card game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned Pokémon tournaments. Individuals who violate sections of these documents will be subject to the appropri- ate provisions of the DCI Penalty Guidelines.

Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

200. GENERAL Pokémon TOURNAMENT RULES

201. Format and Ratings Categories The DCI sanctions the following formats:

Constructed Formats: • Unlimited • Modified

Limited Formats: • Booster Draft

The DCI produces the following ratings categories: • Constructed (includes the Unlimited and Modified formats) • Limited (includes the Booster Draft format)

202. Authorized Cards All Pokémon cards, including promotional cards released by Wizards of the Coast, Inc., are legal for tournament play.

Non–local-language cards may be used in players’ decks only if the same cards are available in a local-language version produced by Wizards of the Coast. If no cards are produced in a local language, then the tournament organizer must announce what language will be considered the local language for the event.

Players choosing to play with non–local-language cards must have a local-language version available outside of the deck for the opponent or judge to reference. However, players may use basic energy cards in any language without providing a local-language equivalent.

In accordance with section 35 of the Universal Tournament Rules, players choosing to use Pokémon cards with differ- ent backs must play with identical, opaque-backed card sleeves on all cards in the deck.

Example: A player has two Japanese and two English Squirtles in his deck. Because the deck contains two different card backs, he must place opaque-backed sleeves on all cards in his deck. In addition, since he is playing with a non–local-language Squirtle, he must have a local-language version available outside of his deck for the judge or his opponents to readily reference.

Example: Players in Germany may play with Pokémon cards that have been released in German without taking any special action. If they choose to play with a non-German version of a card, they must have a copy of the card printed in German available outside of the deck for their opponents or the judge to readily reference.

Example: Players in Quebec, Canada, may play with both French and English cards without taking any special action, as both languages are local. If they choose to play with a German card, they must have either an English or a French version of that card available outside of the deck for their opponents or the judge to readily reference. 200.-202. 203. Card Interpretations The head judge will base card rulings and interpretations on the local-language versions of the cards. For example, a tournament run in Berlin, Germany, will use the German interpretation of the cards.

Some Wizards of the Coast–managed events use one of two classes for determining card interpretation:

• At Class A events, the head judge will base card rulings and interpretations on the Japanese versions of the cards.

• At Class B events, the head judge will base card rulings and interpretations on the English versions of the cards

204. New Releases All Pokémon trading card game sets and promotional cards produced by Wizards of the Coast are allowed in both DCI-sanctioned Constructed and Limited tournaments as soon as they are available.

However, new Pokémon trading card game sets may not necessarily be immediately allowed at some other Wizards of the Coast–managed events (which may occur between two to six weeks after the release date of the new set). Check wizards.com/Pokemon for information on specific events.

210. Pokémon TOURNAMENT MECHANICS

211. Match Structure One game is the default number of games in a Pokémon match, so if a tournament organizer chooses to run matches consisting of more than one game, he or she must announce this before the tournament begins. Match results are reported to the DCI for the purpose of inclusion in the worldwide ratings and rankings.

212. Match Time Limits The following time limits are recommended for each round of a tournament: • Constructed tournaments—thirty minutes • Limited tournaments—thirty minutes

In addition, the following time limit is recommended for Limited tournaments: • For Draft, allow thirty minutes for deck registration and construction.

213. Who Plays First The winner of a coin toss (or other random method) chooses who plays first.

For tournaments that include more than one game per match, after each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (so that there was no winner or loser), the player who decided who played first for that game chooses for the next game.

214. Pregame Procedure Before play begins, players determine who plays first (see section 213). The steps listed below are similar to what appears in the Pokémon rulebook. 1. Both players draw their hands of seven cards. 2. The active player (the one who is going first) checks to see if his or her hand contains a Basic or Baby Pokémon card. If the active player has no Basic or Baby Pokémon card in his or her hand, he or she reveals his or her hand and shuffles the hand back into his or her deck. The active player then redraws his or her hand to its initial size. (Remember, the active player’s initial hand size is seven cards.) The nonactive player may then draw up to two additional cards. The active player repeats this process until he or she has a Basic or Baby Pokémon card in his or her starting hand. This procedure is called a mulligan. 3. The active player then places a Basic or Baby Pokémon card face down in front of himself or herself. He or she does not have to choose this Pokémon to be the active Pokémon. 4. The nonactive player (the player who is going second) checks to see if his or her hand contains a Basic or Baby Pokémon card. If the nonactive player has no Basic or Baby Pokémon card in his or her hand, he or she reveals his or her hand and shuffles the hand back into his or her deck, then draws a new hand equal to the number of cards that they had prior. The active player may then draw up to two additional cards. The nonactive player repeats this process until he or she has a Basic or Baby Pokémon card in his or her starting hand. 203.-214. 5. The nonactive player will then choose a Basic or Baby Pokémon card and put that into play as his or her active Pokémon. He or she will then choose to place any other Basic or Baby Pokémon on his or her Bench. 6. The active player will then choose a Basic or Baby Pokémon card and make that Pokémon active; he or she will then choose to place Pokémon on his or her Bench until he or she is ready to begin play. 7. Both players will now set aside six prize cards and place them, face down, in front of them. In Booster Draft tourna- ments, players set aside only four Prize cards instead of the usual six.

215. Mulligan Rule If a player’s initial hand does not contain a Basic Pokémon card, that player should show his or her opening draw to the opponent, shuffle that hand back into his or her deck, present the deck for additional shuffling/cutting, and draw equal to the number of cards that they had prior. The opponent may now draw up to two extra cards. If the player still has no Basic Pokémon cards in his or her next draw, he or she may repeat this process, and the opponent may draw up to two extra cards each time. See section 214.

216. End-of-Match Procedure A player in midturn when the end of the round is announced is allowed to complete his or her turn before the match result is determined. (A player in midturn is someone who has drawn a card for his or her current turn.) The player with the least amount of Prize cards remaining on the table is then considered the winner. If both players have an equal num- ber of Prize cards, continue the game until one player has fewer Prize cards than the other.

If a judge assigned a time extension (because of a long ruling, deck check, or other reason) then the end-of-match proce- dure does not occur until the end of the time extension.

217. Determining a Match Winner For Swiss tournaments using more than one game per match, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match ends in a draw.

220. RULES FOR CONSTRUCTED TOURNAMENTS

221. Deck-Size Limits Constructed decks must contain exactly sixty cards.

With the exception of basic energy, a player’s deck may not contain more than four copies of any individual card, count- ed by English card title equivalent. (This rule is identical to what appears in the Pokémon rulebook.)

222. Sideboard Use No sideboards are allowed in Pokémon tournaments.

225. Unlimited Deck Construction Unlimited decks may consist of cards from all Pokémon card sets and all promotional cards released by Wizards of the Coast. New card sets are allowed in Unlimited tournaments as soon as the product is available. .

The following cards are banned in Unlimited tournaments: • The promo card known as “Ancient Mew” • ______’s Pikachu (The promo card known as “Birthday Pikachu”)

214.-225. 226. Modified Deck Construction Modified decks may include cards from the following Pokémon card sets: • Team Rocket™ expansion ( ) • Gym Heroes™ expansion ( ) • Gym Challenge™ expansion ( ) • Neo Genesis™ expansion ( ) • Neo Discovery™ expansion ( ) • Neo Revelation™ expansion ( ) • Southern Islands Collection™ expansion ( ) • Any new expansion released after Neo Revelation™ • Cards with the promo expansion symbol ( )

With the exception of basic energy cards (Grass, Fire, Water, Lightning, Psychic, and Fighting energy), cards from the following sets are not allowed in Modified tournaments: • Base Set (no expansion symbol) • Jungle™ expansion ( ) • Fossil™ expansion ( ) • Base Set 2 expansion ( )

The following cards are banned in Modified tournaments: • The promo card known as “Ancient Mew” • ______’s Pikachu (The promo card known as “Birthday Pikachu”) • Sneasel (Neo Genesis version)

Cards stamped with Prerelease and Wizards of the Coast® logos do not count as promo cards but rather as cards from their original sets. Check the expansion symbols (if any) to determine whether the card is legal in Modified. New card sets are allowed in Modified tournaments as soon as the product is available.

230. RULES FOR LIMITED TOURNAMENTS

231. Deck-Size Limits Limited decks must contain exactly forty cards.

Players are not restricted to four of any one card in Limited tournament play.

233. Materials Provided Tournament organizers and/or the head judge may choose to provide basic energy cards for players to use during the tournament. If the organizer provides basic energy cards, he or she must make available the same amount of basic ener- gy cards to each player. Organizers must announce before and during event registration whether they will provide play- ers with access to basic energy cards. Organizers may require players to return their basic energy cards when they leave the tournament.

235. Rules for Draft Tournaments Before the first round, players may add as many basic energy cards to their decks as desired; no maximum is imposed.

236. Prize Cards In Booster Draft tournaments, players set aside only four Prize cards instead of the usual six.

™ & ® Nintendo. ©1995–2000 Nintendo, Creatures, GAMEFREAK. ©2001 Nintendo. Presented by The Pokémon Company. Manufactured and distributed by Wizards of the Coast, Inc. Wizards of the Coast, DCI, and the play-level logos are registered trademarks of Wizards of the Coast, Inc.

226.-236. HARRYPOTTER HARRY POTTER™ DCI™ FLOOR RULES 2001–2002 Tournament Season Effective November 1, 2001

Introduction The Harry Potter DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the Harry Potter trading card game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned Harry Potter tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions in the DCI Penalty Guidelines. Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

300. GENERAL Harry Potter TOURNAMENT RULES 301. Format and Ratings Categories The DCI sanctions the following format: Format: • Constructed Ratings category: • Constructed 302. Authorized Cards All Harry Potter cards, including promotional cards released by Wizards of the Coast, Inc., are legal for tournament play. Non–local-language cards may be used in players’ decks only if the same cards are available in a local-language version produced by Wizards of the Coast. If no cards are produced in a local language, then the tournament organizer must announce what language will be considered the local language for the event. Players choosing to play with non–local-language cards must have a local-language version available outside of their decks for their opponents or the judge to reference. However, players may use Lesson cards in any language without providing a local-language equivalent. Example: Players in Germany may play with Harry Potter cards that have been released in German without taking any special action. If they choose to play with non-German versions of cards, they must have copies of the cards printed in German available outside of their decks for their opponents or the judge to readily reference. Example: Players in Quebec, Canada, may play with both French and English cards without taking any special action, as both languages are local. If they choose to play with German cards, they must have either English or a French ver- sions of that card available outside of the deck for their opponents or the judge to readily reference. 303. Card Interpretation Card interpretations are based on the English version of the Harry Potter trading card game produced by Wizards of the Coast. 304. New Releases All Harry Potter card sets and promotional cards produced by Wizards of the Coast are allowed in DCI-sanctioned Constructed tournaments the day of the official product release. 305. Necessary Tournament Materials A player must bring the following items to participate: A method of tracking card effects (creature damage, skipped Actions, “once per game” Character abilities, and so on), such as tokens or dice

310. HARRY POTTER TOURNAMENT MECHANICS 311. Match Structure One game is the default number of games in a Harry Potter match, so if a tournament organizer chooses to run matches consisting of more than one game, he or she must announce this before the tournament begins. Match results are report- ed to the DCI for the purpose of inclusion in the worldwide ratings and rankings. 300.-311. 312. Match Time Limits The following time limit is recommended for each round of a tournament: • Constructed tournaments—30 minutes 313. Who Plays First The winner of a coin toss (or other random method) chooses who plays first. For tournaments that include more than one game per match, after each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (so there was no winner or loser), the player who decided who played first for that game chooses for the next game. 314. Pregame Procedure Before play begins, players determine who plays first (see section 613). This may be done any time during the pregame procedure before the players look at their hands. 1. Each player puts his or her starting Character face up on the table. 2. Players must shuffle their decks and present them to their opponents for additional shuffling and/or cutting, as specified in section 6.18 of the Universal Tournament Rules. 3. Each player draws an initial hand of seven cards. 315. Mulligan Rule There is no mulligan rule in the Harry Potter trading card game. 316. End-of-Match Procedure A player in midturn when the end of a round is announced is allowed to complete his or her turn before the match result is determined. (Aplayer in midturn is someone who has drawn a card for his or her current turn.) If no player wins during this turn, the game is considered a draw. If a judge assigned a time extension (because of a long ruling, deck check, or other reason) then the end-of-match procedure does not occur until the end of the time extension. 317. Determining a Match Winner For Swiss tournaments using more than one game per match, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match ends in a draw.

320. RULES FOR CONSTRUCTED TOURNAMENTS 321. Deck-Size Limits Constructed decks must contain exactly sixty cards, plus one starting Character. With the exception of Lesson cards, a player’s deck may not contain more than four of any individual card, counted by English card title equivalent. 322. Sideboard Use No sideboards are allowed in Harry Potter tournaments.

HARRY POTTER, characters, names and related indicia are trademarks of and © Warner Bros. (s01) Wizards of the Coast and DCI are trademarks of Wizards of the Coast, Inc. ©2001.

312.-322. ™ MLB SHOWDOWN™ MLB™ SHOWDOWN™ DCI™ FLOOR RULES 2001–2002 Tournament Season Effective November 1, 2001 ™

Introduction The MLB™ Showdown DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the MLB™ Showdown game rules. Players (referred to as “managers” in this document), spectators, and tourna- ment officials must follow these documents while participating in DCI-sanctioned MLB™ Showdown tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions of the DCI Penalty Guidelines. Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

500. GENERAL MLB™ Showdown TOURNAMENT RULES 501. Formats and Ratings Categories The DCI sanctions the following formats, all of which feed into one set of MLB™ Showdown manager ratings: • Constructed • Limited, including: - Sealed Deck - Booster Draft - Rochester Draft - Auction Draft 502. Authorized Cards All MLB™ Showdown cards used in DCI-sanctioned events must be produced by Wizards of the Coast, Inc. In addition, all pitcher and hitter cards must be from the latest available year of MLB™ Showdown cards. However, tournament organizers may choose to run MLB™ Showdown events using pitcher and hitter cards from previous years if they do the following: • Select one year that all pitcher and hitter cards should come from, and • announce before the tournament begins which year they plan to use. Example: Only MLB™ Showdown 2000 pitcher and hitter cards may be used in an event scheduled for July 4, 2000. Managers, judges, and organizers know if the pitcher and hitter cards are from the correct year based on the game logo appearing on the back of each card. If the logo says “MLB™ Showdown 2000,” and the card was produced by Wizards of the Coast, the card is legal. 503. Card Interpretation During DCI-sanctioned competition, managers must refer to the official game rules and card-text definitions found in the MLB™ Showdown rulebook. 504. New Releases New MLB™ Showdown card sets, including any expansions, are allowed in Constructed tournament play on the first day of the month following their retail releases. New card sets are allowed in Limited tournament play immediately, including before their retail release dates in the case of Prerelease tournaments. 505. Roster Management The team rosters of each manager ’ must consist of exactly twenty pitchers and hitters, divided as follows: • Four starting pitchers Managers must set up their pitching rotations in order of point value, with the highest-valued starter being first and the lowest-valued starter being fourth. Starters with equal point values are placed in the rotation alphabetically by last name. Each starter must always appear in his spot in the rotation. • Nine regulars (hitters in the starting lineup) The following field positions (C, 1B, 2B, SS, 3B, LF, CF, and RF) must each be filled by one of the nine regulars when the manager’s team is on defense. Hitters listed as OF qualify for all three outfield positions. 500.-505. Managers may fill the 1B slot with a hitter that is not qualified at that position, but that hitter has –1 Fielding. If man- agers use a DH in the 1B slot, the hitter has –2 Fielding. • Seven backup hitters/relief pitchers See section 523 for information regarding relief pitchers’and backup hitters’point values in Constructed events. Managers must submit a written roster to the tournament organizer with each of these twenty positions filled before the tournament begins. Managers do not have to submit a written lineup for each game. The point value allotted for each play- er on the roster must be listed next to his name. Any reduced point values for backup hitters in Constructed events must be reflected on the roster sheet. (See section 523 for more information.) Only pitchers and hitters filling the roster spots listed above are considered active, and may be used at the tournament. Any extra pitchers and hitters a manager draws or drafts in Limited tournaments beyond what is listed in the spots above are considered inactive, and may not be used in the tournament. No trades are allowed between managers in DCI-sanctioned MLB™ Showdown events. 506. League Designation Before the tournament begins, managers designate on their roster sheets whether their teams are in the American League™ or the National League™. Once a roster is submitted to the tournament organizer, league affiliations may not be changed. In National League™ games, one of the nine regulars does not begin the game in the starting lineup, but the starting pitch- er does. The eight hitters remaining in the starting lineup must fill the field positions for regulars as listed in section 505. Player cards may be used in teams registered in either league, regardless of the actual player’s league affiliation. 507. Byes and Intentional Draws If a manager receives a bye or takes an intentional draw with another manager, treat that round as though the starter slated to appear pitched a complete game. Given that no relievers or closers are considered to have pitched during a bye round, the manager’s entire bullpen resets after that round. Example: If a manager received a third-round bye, his or her fourth starter would be on the mound at the start of round 4. That manager’s relievers and closers would be fresh for use, given that his or her third starter was considered to have pitched a complete game in round 3.

510. MLB™ Showdown TOURNAMENT MECHANICS 511. Match Structure MLB™ Showdown matches consist of one game per match. Tournament organizers may run their events using multiple games per match, but match results—not individual game results—are reported to the DCI for the purpose of ratings and rankings. Organizers must announce how many games per match they are using before the tournament begins. 512. Match Time Limits The DCI recommends using 60-minute time limits for single-game matches. If tournament organizers choose to run more than one game per match, the DCI recommends that organizers add 40 min- utes to the match time for each game beyond the first. Multiple-game matches must consist of an odd number of games. Organizers choosing to run multiple-game matches must announce the revised match time before the tournament begins. If all matches in a round finish early—and all managers continuing with the event are present—the organizer may begin the next round. 513. Determining Home and Visiting Teams The winner of a coin toss (or other random method) determines which team is the visiting team and which team is the home team. Once the home team is determined, each participant in the match determines his or her starting lineup. If the home team is designated as an American League™ team, each participant’s starting lineup must have nine regulars. If the home team is designated as a National League™ team, each manager’s starting lineup must have eight regulars, plus the starting pitcher. All field positions (C, 1B, 2B, SS, 3B, LF, RF, and CF) must be represented by a regular. 514. Pregame Procedures The following steps must be performed, in order, before each game begins: • Determine the home and visiting team. This decision determines whether the game is played in the American League™ or National League™. (See section 513 for more information.) The visiting team hits at the top of the first inning, while the home team pitches. 505.-514. • On the scoresheet, note which starter is scheduled to appear in the game, and place that starter’s card in the middle of the playing area. • Choose a batting order, write it on the scoresheet, and place those players on the table in the order that matches the batting order. • Managers may swap cards between their strategy decks and their sideboards. • Managers shuffle their strategy-card decks (see Universal Tournament Rules, section 21). • Managers present their decks to their opponents for additional shuffling and/or cutting. • If the opponent has shuffled the manager’s deck, the manager may make one final cut. • Each manager draws three cards. • Play begins. 515. Keeping Score Over the course of each game, managers must maintain a written record of the information listed below on a scoresheet. Hitters’statistics (per inning by hitter, following the sequence of the batting order): • Outs • Strikeouts • Positions on base Pitchers’statistics (by pitcher per appearance): • Number of innings pitched • Runs allowed Managers are responsible for maintaining their own scoresheets over the course of the tournament in order to make sure starting pitchers, relievers, and closers are used properly. Managers who are missing scoresheets are considered to have made a severe procedural error (section 113, Universal Penalty Guidelines). The starter in the next game is determined based on who the managers’official rosters specify should pitch that game. In addition, all relievers and closers are con- sidered to have pitched the previous two games. 516. Starting Pitcher Usage Managers may not remove their starting pitchers from the game before the fifth inning of play, unless they become tired. If a starter becomes tired before the fifth inning, he may be replaced immediately. 517. Strategy Cards That Affect Pitchers’ IP Any strategy cards that impact a pitcher’s IP must remain on the table next to the pitcher. 518. End-of-Match Procedure—Rainout If the match time limit is reached before a winner is determined, the managers finish the current inning and the game ends. If the game lasted at least five innings, the manager who is ahead gets the win. If the game is tied—or the sixth inning was not reached—the match ends in a draw. 519. Tiebreakers for Single-Elimination Finals Some tournaments use single-elimination finals (after Swiss-paired rounds) to determine a winner. The primary factor organizers use to determine who advances to these final rounds is the number of match points each player has. Match wins are worth 3 points each, ties (rainouts) are worth 1 point each, and losses are worth 0 points. As a default, any match-point ties are first resolved using the system specified in the “Tiebreakers”section of the Tournament Organizer’s Handbook. Any remaining ties are resolved by comparing managers’ runs-scored differentials. Organizers choosing to use different tiebreaking methods must announce which tiebreakers they will use before the tourna- ment begins. Point differentials are calculated as follows: • Manager A wins two of three matches by winning games with the following scores: 6-2 (point differential is +4), 1-2 (point differential is –1), and 4-2 (point differential is +2). Manager A’s total point differential is +5. • Manager B also wins two of three matches, but his scores are as follows: 5-2 (+3), 0-3 (–3), and 2-1 (+1). Manager B’s total point differential is +1. • Manager A advances to the single-elimination final rounds.

514.-519. 520. RULES FOR CONSTRUCTED TOURNAMENTS 521. Strategy Deck-Size Limits & Usage Strategy-card decks at Constructed events must contain exactly sixty cards. If a manager wishes to use a sideboard, it must contain exactly fifteen cards. Additionally, managers may cycle through their strategy decks only once. The discard pile may not be shuffled and reused as a strategy deck within that game. A manager’s combined strategy deck and sideboard may not contain more than four of any individual strategy card. 522. Sideboard Use Before each game begins, managers must allow their opponents to count the number of cards in their sideboards (face down), if requested. Managers may not look at their sideboards during a game. The sideboard must be clearly identified and separated from all other cards in the play area. Any card exchanges between decks and sideboards must be made on a one-for-one basis to ensure that the sideboard remains at exactly fifteen cards at all times. See section 514, Pregame Procedures, to see when sideboarding is allowed. There are no restrictions on the number of cards a manager may exchange this way as long as one card from the deck is traded for one from the sideboard. 523. Point Value Cap and Backup Hitter/Relief Pitcher Values The total point value of a Constructed team, including starting pitchers, regulars, backup hitters, and relief pitchers, must not exceed 5,000 points. Relief pitchers’ point values are always counted at full value. Point values for each hitter beyond the nine regulars may be set using one of the following two ways: •List players as backup hitters. The point value for a backup hitter is calculated at one-fifth of the player’s total point value. Backup hitters may be used as pinch hitters at any time, but they may only remain in the lineup after the third out if they enter the game after the sixth inning. •List players as additional regulars. The point value for an additional regular is calculated at the player’s full point value. Additional regulars may replace players in the starting lineup at any time and stay in the game. 524. Constructed Tournament Pitcher/Hitter Use A manager may not have more than one copy of the same pitcher or hitter on his or her Constructed roster.

530. RULES FOR LIMITED TOURNAMENTS 531. Strategy-Deck Size Limits Strategy-card decks in Limited events must contain at least thirty cards. Managers may cycle through their strategy deck only once. The discard pile may not be shuffled and reused as a strategy deck within that game. 532. Strategy-Card Use Limits In Sealed Deck events, managers may use as many copies of a strategy card in their decks as they choose. 533. Limited Tournament Pitcher/Hitter Usage A manager may have more than one copy of a pitcher or hitter on his or her Limited roster. Managers who do not receive or draft a hitter to fill each field position (C, 1B, 2B, SS, 3B, LF, CF, or RF) in their rosters of regulars must fill each open position with a generic player who always hits off the pitcher’s card, and who has a defensive value of +0. Generic hitters are represented in the batting lineup by unused strategy cards placed face-down in the appropriate lineup spots.

534. Backup Hitters There are no backup players in Limited tournaments. Every hitter on a roster is considered a regular, even if that roster has more than nine hitters. 535. Rules for Sealed Deck Tournaments Managers play only with the pitcher/hitter cards and strategy cards they received from the tournament organizer before the event began. Position requirements listed in section 505 apply. Any opened strategy cards not used in a manager’s deck function as his or her sideboard in Sealed Deck events. All strate- gy decks must contain at least thirty cards. Managers may not look at their sideboards during a game. 522.-535. Managers may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. There are no restrictions on the number of cards a manager may exchange this way as long as the strategy deck remains at a minimum of thirty cards. Cards need not be exchanged on a one-for-one basis. If a manager receives fewer than four starting pitchers, his or her starter with the lowest value fills the empty slots in his or her rotation. Each time this pitcher appears in the rotation, he is considered a different pitcher.

536. Rules for Draft Tournaments After managers are grouped into drafting pods of roughly equal size, each manager receives one draft pack (including forty- five strategy cards and fifteen player cards) and one or two booster packs, depending on the Draft format. (Each booster pack includes two strategy cards and seven player cards). For Auction Draft tournaments, each players receives one booster pack in addition to the draft pack. For Booster Draft and Rochester Draft tournaments, the tournament organizer announces before the event whether the players receive one or two booster packs in addition to the draft pack. Managers may compete only against others from the same drafting pod. At a signal from a tournament official, each manager opens his or her draft deck and booster pack at the appropriate time and separates the strategy cards from the pitcher/hitter cards. Managers set aside their strategy cards for later use when building their strategy decks. The pitcher/hitter cards are then drafted according to one of the following sets of draft instructions, depending on which format the organizer chooses: • Booster Draft instructions (sections 74 and 76–78 of the Universal Tournament Rules) • Rochester Draft instructions (sections 75–78 of the Universal Tournament Rules) • Auction Draft instructions (section 537) 537. Auction Draft Instructions Managers participate in Auction Drafts in pods of four, with each manager receiving one booster pack and one draft pack. Each manager’s team has a point-value cap of 5,000 points. Each pod of four managers must have its own table judge. After packs are opened and players are separated from strategy cards, the twenty-two player cards each manager opens are given to the table judge, who then does the following: • Verifies that twenty-two cards were received from each manager; • combines all player cards from the four managers into one draft pool; • sorts the cards by position (Starters and relievers are separated. Outfielders are grouped together); and • lays the player cards out on the table, with all player cards facing one direction. While the table judge sorts and lays out the player cards, managers should review the strategy cards they opened and take any notes related to these cards that may help them in the draft. Upon the table judge’s announcement, managers have five min- utes to review the eighty-eight player cards on the table and take any notes about the available players. Each player receives a tournament roster sheet from the table to keep track of players they drafted and the points they have spent in the draft. One manager is designated as the first to nominate a player and make the opening bid. Beginning with that first manager, par- ticipants take turns nominating a hitter or pitcher for auction, in an order established by the table judge, through the draft pod. The manager nominating a player for the auction must turn the appropriate player card sideways to identify it as currently up for bidding. Any manager may bid on a nominated player, provided he or she has: an open roster slot that the pitcher or hitter is qualified to fill, enough points left under the cap to acquire that player, and 10 points left for each open roster spot remaining. All bid- ding must be in increments of 10 points. The judge running the draft must use his or her best judgement as to when to begin the countdown on the last bid for a player. The DCI recommends starting the countdown a few seconds after each bid is announced in order to keep the draft moving. The table judge maintains a draft record, with a column for each manager. After the table judge counts down and closes each final bid, the following occurs: 1. The table judge writes the name of the player drafted, the position filled, and the point value produced by the final bid in the column under the appropriate manager’s name. 2. The manager drafting that player removes the card from the draft pool and writes the player’s name and auction point value on his or her roster sheet. The auction continues until all positions are filled on each manager’s roster (four starting pitchers, nine position players, and seven backup players/relievers).

536.-537. Periodically, the table judge should call for a brief break in the draft for a point check and player count. The judge should add up the totals he or she has written in the column for each player and check those totals against what the players have listed on their roster sheets. Managers exceeding the 5,000-point cap have their bid rejected on the player who puts them over the cap (so the rights to that player fall to the next-highest bidder), and the manager exceeding the cap must stop drafting players until all other ros- ters within the pod are complete. Once the other managers are done drafting, any manager exceeding the point-value cap may fill his or her roster from what is left. Managers declare whether their teams are affiliated with the American League™ or the National League™ on their roster sheets after the auction is complete. 538. Auction Draft Pairings and Games Per Round The DCI suggests that MLB™ Showdown tournaments featuring Auction Drafts should feature three-game matches, with the match winner being the manager who won two of the three games. See section 512,Match Time Limits for more infor- mation. If an organizer’s tournaments require faster match times, the DCI suggests one-game matches with managers being paired following the round-robin system, so each manager within the pod plays each other manager in the pod once. If a round- robin event ends in a tie, organizers may break ties based on the total number of runs scored by each manager during com- petition within the pod. Organizers choosing to use different tiebreakers must announce their tiebreakers before the tourna- ment begins.

539. Drafting Starting Pitchers When managers draft a starting pitcher, they must place the card face down in front of them in a manner that allows the judge and all competitors to count the number of starters they have drafted. Once all managers in the pod have drafted four starters, the table judge announces that managers may now select starting pitchers whenever they choose. If the draft does not contain enough starting pitchers to fill each manager’s starting rotation, the lowest-valued starter in the draft is proxied by the table judge to fill out the necessary quantity. Example: After all players in a Booster Draft are selected, if any manager still has fewer than four starters, the table judge reviews each roster sheet to identify the drafted starter with the lowest point value. That starter is proxied and fills all open starter positions remaining on managers’roster sheets. If players are tied at the lowest value, the table judge randomly chooses which starter will be proxied.

540. Draft Strategy-Deck Construction Managers build their strategy decks using cards opened for that draft. Any cards they do not use in their strategy decks func- tion as their sideboards.

Major League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc. ©MLBPA Official Licensee—Major League Baseball Players Association. Wizards of the Coast and DCI are trademarks of Wizards of the Coast, Inc. ©2001 Wizards.

538.-540. ™ NFL SHOWDOWN™ NFL SHOWDOWN™ DCI™ FLOOR RULES 2001–2002 Tournament Season Effective January 1, 2002 ™ Introduction The NFL Showdown DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the NFL Showdown sports card game rules. Players (referred to as “coaches” in this document), spectators, and tournament officials must follow these documents while participating in DCI-sanctioned NFL Showdown tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions of the DCI Penalty Guidelines. Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

701. Formats and Ratings Categories The DCI sanctions the following formats, all of which feed into one set of NFL Showdown coach ratings. • Constructed • Limited, including: 1. Sealed Deck 2. Booster Draft 3. Rochester Draft 4. Auction Draft

704. New Releases New NFL Showdown card sets, including any expansions, are allowed in Constructed tournament play on the first day of the month following their retail releases. New card sets are allowed in Limited tournament play immediately, including before their retail release dates in the case of Prerelease tournaments.

705. Roster Management The starting team rosters of each coach must consist of one quarterback, two running backs, two offensive linemen, two tight ends, two wide receivers, two defensive linemen, two linebackers, two cornerbacks, and two safeties. Kickers and punters are optional. Number-One Starters The order of coaches’ starting players at each position is determined by players with the highest point values. Starting players with equal point values are placed in order alphabetically by last name. Additional Regulars Coaches may have additional regulars on their teams. These players are not starters, but they may be inserted into the starting lineup during the game as long as the substitution takes place before any coach involved in the game swipes his or her play card that down. Additional regulars cost their full point values. Backup Players A coach may have more than the required number of players listed above for each position if these extra players are des- ignated as backup players. A backup player may play only in the case of injury substitution, and the player costs one-fifth his normal point value. Special-Teams Players In addition to backup players, a coach may have more than the required number of players listed above for each position if these extra players are designated as special-teams players. A special-teams player can play only during special-teams plays (such as when one team is kicking) or as an injury substitution, but he costs one-half his normal point value. Starting kickers and punters are valued at their full point values, but extra kickers and punters may be designated as back- ups. A player can’t be labeled both as a backup player and a special-teams player. General Rules Coaches must submit a written roster listing all starters, backup players, and special-teams players to the tournament organizer before the tournament begins. Coaches do not have to submit a written lineup for each game. Only players list- ed as starters, backup players, and special-teams players may be used at DCI-sanctioned tournaments. At Constructed events, the point value allotted for each player on the roster must be listed next to his name. Any reduced point values for backup players and special-teams players in Constructed events must be reflected on the roster sheet. 701.-705. Any extra players a coach draws or drafts in Limited tournaments beyond what is listed in the spots above are considered inac- tive and may not be used in the tournament. No trades are allowed between coaches in DCI-sanctioned NFL Showdown events.

710. NFL Showdown CONSTRUCTED TOURNAMENT MECHANICS

711. Match Structure The DCI recommends that NFL Showdown matches consist of one game per match. Tournament organizers may run their events using multiple games per match, but match result—not individual game results— are reported to the DCI for the purpose of ratings and rankings. Organizers must announce how many games per match they are using before tournaments begin.

712. Match Time Limits The DCI recommends using 75-minute time limits for single-game matches. For each additional game that is added to the match, the DCI recommends adding an additional 20-minutes the time limit.

713. Determining Kick-Off The winner of a coin toss or other random method determines which team chooses who will kick or receive the ball at the start of the game. The team that lost the coin toss will choose who kicks or receives the ball at the beginning of the second half.

714. Pregame Procedure The following steps must be performed, in order, before each game begins: 1. Put all players in their correct columns. The highest-valued starter at each position must have his card placed on top of all lower-valued starters at that position. (Some positions will have only one player.) 2. Determine which team will kick off. 3. Managers shuffle their strategy-card decks (see Universal Tournament Rules, section 21). 4. Coaches present their decks to their opponents for additional shuffling and/or cutting. 5. If a coach has shuffled the opposing coach’s deck, the opposing coach may make one final cut of his or her deck. 6. Each coach draws three cards before the opening kickoff and before the start of the second half. 7. Play begins.

715. Keeping Score During games, coaches must maintain a written record of the information listed below on a score sheet: • Number of drives • Rushing attempts and passing attempts • Rushing yards and passing yards • Rushing and passing touchdowns • Field goals and punts • Turnovers on downs • Interceptions and fumbles • Net offensive yards during nonovertime periods (for tiebreaker purposes) • Score Coaches are responsible for maintaining their own scorecards during games. Coaches who are missing scorecards are consid- ered to have made a severe procedural error (see Universal Penalty Guidelines, section 113).

716. Tiebreakers for Single-Elimination Finals Some tournaments use single-elimination finals (after Swiss-paired rounds) to determine a winner. The primary factor organiz- ers use to determine who advances to the final round is the number of match points each player has. Match wins are worth 3 points each, ties are worth 1 point each, and losses are worth 0 points. As a default, any point ties are first resolved using the system specified in the “Tiebreakers” section of the Tournament Organizer’s Handbook. Any remaining ties are resolved by comparing coaches’ points-scored differentials. Organizers choos- ing to use different tiebreaking methods must announce which tiebreakers they will use before the tournament begins. Point differentials are calculated as shown in the following examples: • Coach Brown wins two of three matches, having played games with the following results: 14-7 (point differential of +7), 3-7 (point differential of –4), and 10-3 (point differential of +7). Coach Brown’s total point differential is +10. • Coach Green also wins two of three matches, but her results are as follows: 10-3 (+7), 0-3 (–3), and 7-0 (+7). Coach Green’s total point differential is +11. • Coach Green advances to the single-elimination final rounds. 705.-716. 721. Strategy-Deck Size Limits and Number of Each Card Allowed A coache’s strategy deck must contain exactly 40 cards, with no more than 4 copies of any one card.

722. Point-Value Cap and Backup/Special-Teams Players’ Values The total point value of a Constructed team, including backup and special-teams players, must not exceed 5,000 points. Number-one kickers and punters are always counted at full value. Point values for each player beyond the seventeen starters are determined in the following ways: • Backup Players The point value for a backup player is calculated at one-fifth the player’s total point value. A backup player can play only as an injury substitution. • Special Teams Players The point value for a special-teams player is calculated at one-half the player’s total point value. A special-teams play- er can play only during special-teams plays. • Additional Regulars The point value for an additional regular is calculated at the player’s full point value. Additional regulars may be inserted into the starting lineup before any coach involved in a game swipes his or her play card that down.

723. Using Player Cards in Constructed Tournaments A coach may not have more than one copy of the same player card on his or her Constructed roster.

730. RULES FOR LIMITED TOURNAMENTS The DCI recommends using two draft packs for all Limited play.

731. Strategy-Deck Size Limits Strategy-card decks in Limited events must contain exactly 40 strategy cards.

732. Strategy-Card Use Limits Coaches at Limited events may use as many copies of a strategy card in their decks as they choose.

733. Using Player Cards in Limited Tournaments A coach may have more than one copy of a player on his or her Limited roster. Coaches who do not receive or draft a player to fill each position on their rosters must use the “Backup Player” button.

734. Backup Players There are no backup players or special-teams players in Limited tournaments. Every nonstarter on a roster counts as a reserve player, and can enter the game according to the rules specified in section 705.

735. Rules for Sealed Deck Tournaments Coaches play only with the players and strategy cards they received from the tournament organizer before the event began. All strategy-card decks must contain 40 cards, and coaches must use the same strategy decks for the entire tournament.

736. Rules for Draft Tournaments After coaches are grouped into drafting pods of roughly equal size, each coach receives two draft packs, or one draft pack and one booster pack, or one draft pack and two booster packs, depending on the format. For Auction Draft, Booster Draft, and Rochester Draft tournaments, the tournament organizer announces before the event whether the players receive one booster pack, or one draft pack, or two booster packs in addition to the draft pack. One draft pack includes 15 player cards, 20 play cards, and 40 strategy cards. One booster pack includes 7 player cards, 2 play cards, and 2 strategy cards. Coaches may compete only against coaches in their drafting pods. At a signal from a tournament official, each coach opens his or her draft pack and/or booster pack at the appropriate time, and separates the player cards from the strategy and play cards. Coaches set aside their strategy and play cards for later use when building their strategy decks. Please see the sections noted below for rules for the various draft formats: • Booster Draft instructions—sections 74 and 76–78 of the Universal Tournament Rules • Rochester Draft instructions—sections 74 and 76–78 of the Universal Tournament Rules • Auction Draft instructions—section 740 of these Floor Rules

721.-736. 740. Auction Draft Instructions Coaches participate in Auction Drafts in pods of four, with each coach receiving one draft pack and one booster pack in addition to one draft pack. Each coach’s team has a point-value cap of 5,000. Each pod of four managers must have its own table judge. After packs are opened and strategy and play cards are separated from player cards, all the player cards are given to the table judge, who then does the following: • Verifies that the same amount of player cards were received from each coach • Combines all player cards from the four managers into one draft pool • Sorts the cards by position • Lays the player cards out on the table, with all player cards facing the same direction. While the table judge sorts and lays out the player cards, coaches should review the play and strategy cards they opened and take any notes related to these cards that may help them in the draft. Upon the table judge’s announcement, coaches have five minutes to review all the player cards on the table and take any notes about the available players. Each player receives a tournament roster sheet from the table judge to use to keep track of players they draft and the points they have spent in the draft. One coach is designated as the first to nominate a player and make the opening bid. Beginning with the first coach, participants take turns nominating a player for auction, in an order established by the table judge. The coach nominating a player for the auction must turn the appropriate player card sideways to identify it as currently up for bidding. Any coach may bid on a nominated player, provided he or she has an open roster slot that the player is qualified to fill, enough points left under the cap to acquire that player, and 10 points left for each open roster spot remaining. All bidding must be in increments of 10 points. The judge running the draft must use his or her best judgment as to when to begin the countdown on the last bid for a player. The DCI recommends starting the countdown a few seconds after each bid is announced in order to keep the draft moving. The table judge maintains a draft record, with a column for each manager. After the table judge counts down and closes each final bid, the following occurs: 1. The table judge writes the name of the player drafted, the position filled, and the point value of the final bid in the column under the appropriate coach’s name. 2. The coach drafting that player removes the card from the draft pool and writes the player’s name and auction point value on his or her roster sheet. The auction continues until all opened player cards are drafted. Periodically, the table judge should call for a brief break in the draft for a point check and player count. The judge should add up the totals he or she has written in the column for each player and check those totals against what the players have listed on their roster sheets. Coaches exceeding the 5,000-point cap have their bids rejected on the player who puts them over the cap (so the rights to that player fall to the next-highest bidder), and the coach exceeding the cap must stop drafting players until all other ros- ters within the pod are complete. Once the other coaches are done drafting, any coach exceeding the point-value cap may fill his or her roster from the player cards that remain.

741. Auction Draft Pairings and Games Per Round The DCI suggests one-game matches for Auction Drafts, with coaches paired following the round robin system, so each manager within the pod plays each other coach in the pod once. If a round robin event ends in a tie, organizers may break ties based on each coach’s overall point differential during competition within the pod. Organizers choosing to use differ- ent tiebreakers must announce their tiebreakers before the tournament begins.

742. Draft Strategy-Deck Construction Coaches build their strategy decks and play books using cards opened for that draft. Any cards they do not use in their strategy decks function as their sideboards.

740.-742. ® ® DUNGEONS & DRAGONS CHAINMAIL DUNGEONS & DRAGONS® CHAINMAIL® DCI™ FLOOR RULES 2001–2002 Tournament Season Effective January 1, 2002 ™ Introduction The Chainmail DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the Chainmail miniatures game rules. Players, spectators, and tournament officials must follow these documents when involved with DCI-sanctioned Chainmail tournaments. Individuals who violate sections of these documents will be subject to the appropriate pro- visions in the DCI Penalty Guidelines. Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

800. GENERAL Chainmail TOURNAMENT RULES 801. Format and Ratings Categories The DCI sanctions the Constructed format. 802. Authorized Models All Chainmail models, including promotional models released by Wizards of the Coast, Inc., are legal for tournament play. Model-Use Policy All base models must be Wizards of the Coast® Chainmail models. Base models must be easily identifiable. A player must be able to tell what each model is on first glance at the battlefield. Conversions Conversions (customization of models) are allowed in all Wizards of the Coast Chainmail leagues and DCI-sanctioned tournaments but must adhere to the following rules: • The base model (the model that’s being converted) must be a Dungeons & Dragons Chainmail model. • Base models must remain easily identifiable. A player must be able to tell what each model is on first glance at the battlefield. • Additional equipment (including weaponry) may not be placed on a model if that equipment is not represented on the model’s stat card. For example, a player may not add a crossbow to a model that doesn’t have a ranged attack. 803. Stat Card Interpretations Stat card interpretations are based on the English version of the Chainmail miniatures game produced by Wizards of the Coast. 804. New Releases All Chainmail models are legal for tournament play on the release date of the guidebook in which their game statistics appear. 805. Necessary Tournament Materials A player must bring the following items to participate: • The warband and terrain the player intends to use • A 20-sided die. (d20) • Tokens for tracking damage and other effects

810. Chainmail TOURNAMENT MECHANICS 811. Match Structure Chainmail matches consist of one game per match. Match results are reported to the DCI in order to include them in the worldwide ratings and rankings. 812. Match Time Limits Sixty minutes are recommended for each round of Constructed tournaments.

800.-812. 814. Pregame Procedures and Who Plays First Before play begins, players determine who will play first. This may be done any time during the pregame procedure. • Players determine which scenario they will play. • Players randomly determine other factors based on scenario (if necessary). • Players both make scouting checks and determine who will be the scouting player. • The scouting player places a piece of terrain (as required by the scenario). • The nonscouting player places a piece of terrain (as required by the scenario). • Players alternate placing terrain until all terrain is placed (as required by the scenario). • The scouting player determines which player deploys models first. • Players alternate deploying models based on the sizes of their warbands. 815. Mulligan Rule There is no mulligan rule in the Chainmail miniatures game. 817. Determining a Match Winner For Swiss tournaments using more than one game per match, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match ends in a draw. 818. Dice Rolling No dice may be rolled on the battlefield. All dice must be rolled in a location completely separate from the battlefield; the DCI recommends that a box be used and that the dice are thrown toward the back of the box. 819. Axiomatic Movement If a model is forced to move an exact distance, then regardless of the actual physical distance moved, the model is said to have moved that exact distance. 820. Knocked Down A model should not be moved if its status changes to “knocked down”; instead, a counter is placed on the base of the model to note that its status has changed. 821. Point of Origin Before moving a model, a player must place a marker on the battlefield to note that model’s starting location. 822. Model Cards All model stat cards must be made available to all players and judges on request. 823. Damage Counters Model damage must be tracked using damage counters or dice. These counters or dice must be distinct from other types of counters or dice used in the game. They may not be placed on a model’s stat card, and they must be in plain view. 824. Under Command If you put a model under command, spend the command point(s) before you begin to move the model. 825. Command Point Tracking Players must track the number of command points they currently have using a score pad or similar tracking device.

850. RULES FOR CONSTRUCTED TOURNAMENTS 851. Warband-Size Limits The point total of a Constructed warband must not exceed 50 points unless otherwise specified in the guidebook. At no time can a warband exceed twelve models, regardless of point cost.

All trademarks are property of Wizards of the Coast, Inc. ©2002 Wizards.

814.-851. FOOTBALL CHAMPIONS™ FOOTBALL CHAMPIONS™ DCI™ FLOOR RULES 2001–2002 Tournament Season Effective January 1, 2002 ™ Introduction The Football Champions DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the Football Champions game rules. Players (referred to as “managers” in this document), spectators, and tourna- ment officials must follow these documents while participating in DCI-sanctioned Football Champions tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions of the DCI Penalty Guidelines. Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

900. GENERAL Football Champions TOURNAMENT RULES 901. Formats and Ratings Categories The DCI sanctions the Constructed format, which feeds into the Football Champions manager ratings: 902. Authorized Cards All Football Champions cards used in DCI-sanctioned events must be produced by Wizards of the Coast, Inc. 903. Card Interpretation During DCI-sanctioned competition, managers must refer to the official game rules and card-text definitions found in the Football Champions rulebook. 904. New Releases New Football Champions card sets, including any expansions, are allowed in Constructed play on the first day of the month following their retail releases.

910. Football Champions TOURNAMENT MECHANICS 911. Match Structure Football Champions matches consist of one game per match, with each game divided into two halves. 912. Match Time Limits The DCI recommends using a forty-five–minute time limit for each game. If all matches in a round finish early—and all managers continuing with the event are present—the organizer may begin the next round. 913. Pregame Procedures The following steps must be performed, in order, before each game begins: • Managers shuffle their action-card decks (see Universal Tournament Rules, section 21). • Managers present their decks to their opponents for additional shuffling and/or cutting. If an opponent has shuffled a manager’s deck, that manager may make one final cut. • Managers reveal their teams to each other. • Managers reveal their substitutes to each other. • Managers randomly decide who is going to kick off. • Managers take turns setting up attackers, one at a time, with the manager who is kicking off going first. • Managers take turns setting up the defenders, one at a time, with the manager who is kicking off going first. • The manager who won the kick-off sets up his midfielders. • The manager who lost the kick-off sets up his midfielders. • Each manager draws five cards. • The manager who won the kick-off puts the ball on a player on his midfield line. • Play begins. 914. “After the Goal” Procedure After a goal has been scored, the following occurs: • Managers take turns setting up attackers, one at a time, with the manager who allowed the last goal going first. • Managers take turns setting up defenders, one at a time, with the manager who allowed the last goal going first. • The manager who allowed the last goal sets up his midfielders. 900.-914. • The manager who scored the last goal sets up his midfielders. • The manager who allowed the last goal puts the ball on a player on his midfield line. • Play begins. 915. Halftime Procedures After the first half ends, managers can swap cards in their action-card decks for cards in their sideboards (see section 918). They can also swap players on the team with substitutes (see section 917). After these swapping options, the following occurs: • Managers shuffle their action-card decks (see Universal Tournament Rules, section 21). • Managers present their decks to their opponents for additional shuffling and/or cutting. • If an opponent has shuffled a manager’s deck, that manager may make one final cut. • Managers reveal their teams to each other. • Managers reveal their substitutes to each other. • The manager who lost the kick-off in the first half will now kick off. • Managers take turns setting up attackers, one at a time, with the manager who is kicking off going first. • Managers take turns setting up the defenders, one at a time, with the manager who is kicking off going first. • The manager who will kick off sets up his midfielders. • The manager who will not kick off sets up his midfielders. • Each manager draws five cards. • The manager who is kicking off puts the ball on a player on his midfield line. • Play begins. 916. End-of-Match Procedure If the match time limit is reached before a winner is determined, the active manager finishes his current turn and the game ends. The result is then considered to be final. If the match requires a winner, as in the single-elimination portion of a tournament, and the result after the time limit is a tie, the final result is determined by a penalty shootout. 917. Use of Substitutes There is no point-value limit for substitutes. Managers may swap a maximum number of three players during a match. Substitutions can be performed at the following times: • Before a corner kick • Before a free kick • Before a penalty kick • After a goal • At halftime 918. Sideboard Use Before each game begins, managers must allow their opponents to count the number of cards in their sideboards (face down), if requested. Managers may not look at their sideboards during a game. Sideboard must be clearly identified and separated from all other cards in the play area. Any card exchanges between decks and sideboards must be made on a one-for-one basis to ensure that the sideboard remains at exactly six cards at all times. The only time at which sideboards may be used during games is between the two halves of each match. There are no restrictions on the number of cards a manager may exchange this way as long as one card from the deck is traded for one from the sideboard.

930. RULES FOR CONSTRUCTED TOURNAMENTS 931. Action-Deck Size Limits and Usage Action-card decks at Constructed events must contain exactly twenty-five cards. If a manager wishes to use a sideboard, it must contain exactly six cards. A manager’s combined action deck and sideboard may not contain more than two of any individual action card.

932. Point-Value Cap and Distribution At any time during a match, the total point value of a Constructed team, excluding substitutes, must not exceed 1,300 points minus the point value of a player of that team that has received a red card during that game. In addition, the value of attackers plus the midfielder and the value of defenders plus the goalie must not exceed 800 points. 933. Constructed Tournament Player-Card Use A manager may not have more than one copy of the same player on his or her Constructed roster. 914.-933. ELECTRONIC REPORTING GUIDELINES

TM The DCI™ players’ organization encourages organizer’s to submit tournament reports electronically. When done correctly, electronic reporting will help to expedite the entry of tournament data into our database and allow players to view ratings which are up to date, and accurate via our web site.

When submitting tournament reports electronically to the DCI, please conform to the guidelines below. Any reports that do not meet these guidelines will not be processed. Organizers submitting electronic tournament reports via email will receive a verification of receipt by the DCI. Note: This does not count as verification that the event report has been processed, only received. As with paper-based reporting, the organizer is responsible for making sure the event was received and processed.

Organizers using electronic reporting must still keep hard copies of their event reports for at least one year after the event to protect against lost reports or help in resolving reporting discrepancies.

Electronic tournament report submissions should consist of the parts outlined below: • Event Report Summary Information • Warnings & Disqualifications • Electronic Tournament Data File • Tournament K-Value Information • Master Player Data File

NOTE: The DCI’s official pairings program, DCI Reporter, is the best way to record and submit event results. You may down- load DCI Reporter at . Using DCI Reporter will automatically include the Electronic Tournament Data File, the Master Player Data File, and the event’s K-value information. Only the Event Report Summary Information will need to be created by the Tournament Organizer. The end files can be uploaded to the DCI directly.

The preferred method of receiving electronic data is via email. Send your electronic tournament results to: [email protected] (An automatic reply will verify that your e-mail has been received by the DCI. This automatic reply message does not assure that the report will be processed. Be sure to periodically check the event’s status at .) Only use this if uploading fails or you cannot use DCI Reporter.

EVENT REPORT SUMMARY INFORMATION The following information must be included in the body of your e-mail or as an additional text file* if DCI Reporter is not used:

• Sanctioning Number TOURNAMENT K-VALUE INFORMATION (FOR MAGIC ONLY) • Event Date • Certified Judge (No, Level I, II, III or IV) • Event Name • Rules Enforcement Level—REL (REL 1, 2, 3, 4 or 5) • Event Format • Deck Verification Procedures (Yes, No) • Event Location (address, city, state and nation) • Number of Players • Organizer’s Name • Organizer’s DCI membership number THREE JUDGE SYSTEM • Head Judge Name • Was 3-Judge System Used? (Yes, No) • Head Judge DCI membership number • Number of new Mana memberships • Number of warnings/disqualifications issued

The ERS Information is an important part of reporting, verifying where a tournament belongs in the greater picture of DCI sanctioned tournaments. The ERS helps determine K-value, shows the appropriate ratings format and details what additional information the DCI should expect from the organizer as additions to the report. Should any of the information be missing, the K-value of the event will be lowered.

Please note, we no longer accept QuickSanction reports electronically.

ELECTRONIC TOURNAMENT DATA FILE—NOT USING DCI REPORTER The tournament data file should be sent as an attachment to your e-mail—not in the body of the email, (or as a file on a 1.44MB disk—PC ONLY). Please be sure to use the following format in each row of your table. The following information MUST be included as an attachment. Additionally, the file should be archived using an approved archiving program when it is attached to the email. Email for details regarding which archiving programs are acceptable. Failure to use one of these archiving programs often causes the data to become corrupted, rendering the file unusable and delaying the tournament’s processing time significantly; if at all. D.1.1 FIELD LAYOUT If using a spreadsheet program, lay the fields out in this order (and remember to save the file as text [tab-delimited]: SANCTIONING # PLAYER DCI # OPPONENT DCI # ROUND # OUTCOME of these archiving programs often causes the data to become corrupted, rendering the file unusable and delaying the tournament’scolumn processing 1 time significantly. column 2 column 3 column 4 column 5

SPECIAL INSTRUCTIONS—ELECTRONIC TOURNAMENT DATA FILE Sanctioning #: In North America, organizers must use the sanctioning number exactly as it is listed on the Event Report Summary they received for that event. For event reports coming from outside North America, the sanctioning number must be in the following format (including leading zeros, if necessary): Country Code (3 or 4 digits), Format (2 digits), Month/Day/Year (6 digits, in that order), Sequence# (3 or 4 digits).

DCI#: The DCI number must be the player’s correct DCI number. The use of “place holders” or imaginary numbers damages the integrity of your tournament and is not allowed. Using place holders or imaginary numbers will result in the tournament being invalidated. Round #: All rounds should have numbers, not letters. For example, the final round of a 7-round tournament must be noted as “7” in this column, not “F.” Outcome: Use the following codes for the outcome. A=WIN, D=DRAW, and P=BYE. Columns: The columns must be separated by TABS, not spaces, commas or quotes. If the file is created in a spreadsheet program, the user must save the file as TEXT–TAB-DELIMITED. Other file formats cause processing delays or render the file unusable for processing.

WARNINGS AND DISQUALIFICATIONS Please report any warnings or disqualifications in an additional file (or submit on the appropriate form if mailing in the tour- nament report on disk). If using DCI Reporter, you may enter warnings in a special section. If emailing event results—but not using DCI Reporter—include the following information regarding warnings or disqualifications:

WARNING TYPE INFRACTION PLAYER DCI# NAME HEAD JUDGE & DCI # SANCTIONING # column 1 column 2 column 3 column 4 column 5 column 6

If submitting a report electronically, mail the Event Report Summary cover sheet for that event to the DCI, marking the “Event Reported Electronically” checkbox. Please remember: QuickSanctioned event results are not accepted electronically.

SPECIAL INSTRUCTIONS—REPORT SUBMISSIONS If an Event Report Summary cover sheet is not received, the DCI cannot verify that an electronic report has been sent, nor its K-value.

If submitting the report on disk in North America, send the disk, all Event Report Summaries and any completed Warning/Disqualification Sheets to: DCI Tournament Sanctioning P.O. Box 1080 Renton, WA 98057

Internationally, please send your application to the appropriate DCI office or representative.

USABLE PROGRAMS AND FILE TYPES We will accept the following file types*: • Files from current versions of widely available spreadsheet programs. Email for details. • Text (TAB-DELIMITED ONLY) • DCI Reporter v1.43 or higher The DCI accepts the following file types, but these formats and file types slow the processing time significantly—and may not be processable*: • Tourn (all versions) • Rich-text Format • Unformatted Text • Files from current versions of widely available word processing programs. Email for details. • DCI Reporter v1.01-1.4.2 *All of the above files should be compressed regardless of the format, using either ZIP or SIT formats and sent as an attachment using an email client.

Wizards of the Coast and DCI are trademarks of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved.

D.1.2 Updated June 1, 2000 ENHANCED K-VALUE SYSTEM

Introduction TM The Enhanced K-value system allows tournament organizers to receive special K-values for events that meet certain criteria.

Events with higher K-values allow players to accumulate more DCI™ ratings points when they do well within these higher level events. For example, a player who gains 30 DCI ratings points at a tournament with a K-value of 16 would earn 60 points at a tournament with a K-value of 32.

Most tournaments receive a default K-value of 16, but organizers may apply for a higher K-value when they submit the tournament results. Organizers who wish to apply for a higher K-value must meet the minimum criteria listed below on the K-value Criteria Chart. Organizers not specifically applying for a higher K-value will receive a K-value of 16 (or 8K if Friday Night Magic or if they are using the 3-Judge System).

Organizers are welcome to use enhanced K-value as a method to promote their tournaments, but the event must meet the K- value they advertise. If the event does not, they must announce the event’s actual K-value before the tournament begins.

K-VALUE EXPLANATIONS

8K: This is used for all events which use the 3-Judge System and for premier events directed at the casual player such as Friday Night Magic.

16K: This K-value is the default for all events. A certified judge is not required and there are no mandatory rules enforce- ment levels* (RELs) or deck verification requirements.

24K: Organizers may apply for this K-value if they: • use a certified judge; • use a minimum of REL 2*; • use deck verification procedures; and • have a minimum of 16 players participate.

32K: Organizers may apply for this K-value if they: • use a judge certified at Level 2 or higher; • use a minimum of REL 3*; • use deck verification procedures; and • have a minimum of 32 players participate.

40K: This K-value is reserved for select premier events, such as Grand Prix and National Championships. This K-value is not available for general DCI-sanctioned events. See Magic: The Gathering Premier Event Descriptions for more information. 48K: This K-value is reserved for select premier events, such as Pro Tour and World Championships. This K-value is not available for general DCI-sanctioned events. See Magic: The Gathering Premier Event Descriptions for more information. *For more information regarding Rules Enforcement Levels (RELs), see the DCI Universal Penalty Guidelines.

K-VALUE CHART 8k† 16k 24k 32k 40k 48k Certified Judge: Optional Optional Level 1 Level 2 ASSIGNED DIRECTLY Minimum Rules Enforcement Level (REL): REL 1 REL 1 REL 2 REL 3 BY DCI FOR SELECT Deck Verification Procedures: Optional Optional Required Required PREMIER EVENTS Use of decklists, deck checks and (at sealed-deck events) deck swaps. ONLY Minimum Number of Players: 8 8 16 32 †Events that use the 3-Judge System are valued at 8k. See Section 19 of the Universal Tournament Rules for more info.

E.1.1 K-VALUE CRITERIA CHART EXPLANATION

Certified Judge: A certified judge is required to receive a K-value of 24K or higher.A certified judge is not required for tour- naments of 8K or 16K. A minimum of a level 1 DCI Certified Judge is required for events of 24K. A minimum of a level 2 DCI Certified Judge is required for events of 32K.

Minimum Rules Enforcement Level (REL): This requirement refers to the minimum Rules Enforcement Level that must be used at the event in order for it to receive the desired enhanced K-value. The most common RELis 1. If you wish to apply for 24 K, you must use REL2 or higher. If you wish to apply for 32 K, you must use REL3 or higher. Tournament Organizers must announce the K-value of each event before the beginning of its first round.

Deck Verification Procedures: In order to receive a K-value of 24K or higher, Organizers must use the following deck verifi- cation tools and procedures: • decklists; • deck checks; and • deck swaps (for sealed deck).

To maintain the integrity of the tournament, the DCI recommends deck verification procedures for all tournaments. However, these procedures are only mandatory for events of 24K or higher and/or REL3 and higher. For more information on the use of these procedures, see sections 51 (Constructed Deck Registration), 61 (Limited Deck Registration) and 67 (Sealed-Deck Swap) of the DCI Universal Tournament Rules.

Minimum Number of Players: In order for events to receive 24K, there must be a minimum of 16 players in the tourna- ments. In order for events to receive 32K, there must be a minimum of 32 players in the tournaments.

Three Judge System: Tournaments using the 3-Judge System receive a mandatory K-value of 8, regardless of other criteria used. (See section 19 of the Universal Tournament Rules for more information).

™ and ©1999 Wizards of the Coast, Inc. E.1.2 SWISS-STYLE PAIRING SYSTEM

BASICS TM The DCI recommends using the Swiss tournament system at all events, and it is required at premier events such as the Magic: The Gathering® Pro Tour™. Also known as the Swiss Draw, this tournament style allows all participants to play in every round, pairing each round’s players based on their current records and standings. To determine who plays against whom, players with the best match records are matched against each other, and then the next highest records, etc. Review the appropriate game’s DCI Standard Floor Rules for round-length recommendations. For some games, such as Magic and Pokémon, are best two out of three games only. If a player won the first two games, the match ends. Players are not allowed to play the third game once the match is decided. This system offers many advantages over single-elimination. To begin with, all players get to participate for the duration of the tournament, and any number of players may play with (at most) one bye per round.

CHART FOR APPROPRIATE NUMBER OF ROUNDS OF SWISS TO SELECT THE TOP 8 PLAYERS FOR SINGLE ELIMINATION: Number of Players Number of Rounds 17–32 players 5 rounds of Swiss 33–64 6 rounds of Swiss 65–128 7 rounds of Swiss 129–226 8 rounds of Swiss 227–409 9 rounds of Swiss 410+ 10 rounds of Swiss

SWISS SCORE RECORDING & PAIRING If you do not have a pairing program, you must use note cards for each player. Each card must have the player’s name and DCI membership number written at its top. Collect these cards once each player has completed this information at the top of his/her card. (Any tournament-pairing software a organizer’s may use must be able to mirror the following pairing steps organizer’s otherwise would have to perform by hand.)

1. Pair players randomly for the first round by shuffling the note cards. Keep the paired cards together for the rest of the round. If you have an odd number of players, the player remaining once pairings are completed receives a bye, equalling two game wins (6 game points) and one match win (3 match points).

2. After the first round, record match results [best 2 out of 3 games] on the players’ note cards and/or in the computer if using tournament-pairing software. When participants complete a match, they are to report the results, check in their decks, and leave the playing area.

3. For all subsequent rounds after the first, pair players with the same match points against each other randomly. (If there is an odd number, match one player from that group with a person from the group with the next-highest match points.) Do not use tiebreakers when pairing between rounds. 4. Continue these match-point based pairings until you get to the bottom of the list. If you have one player left at the bottom of the list, that player receives a bye. (To see what this bye is worth, see 1. above.) 5. As players finish each round, record on their note cards the score of the match they just completed and their total running score. In addition, write the opponent’s name and DCI number on the same line of the card corresponding to that round. See Sample Scorecard below for an example.

6. Matches are worth the following points during Swiss rounds:

Match won 3 points Match drawn 1 point Match lost 0 points The scoring method outlined above is intended to help players and judges track results within a tournament, but it is not relevant in participants’ DCI rankings.

F.1.1 Updated October 1, 2000 7. Sample Scorecard

DCI™ PLAYER MATCH RECORD CARD S COREKEEPING K EY: PLAYER INFORMATION Match Won: 3 Match Drawn: 1 Match Lost: 0 DCI # PLAYER N AME P LAYER # Game Won: 3 Game Drawn: 1 Game Lost: 0 Keep a running match-point total in the “Match Pts.” column. Example: If the player who beat Mr. Sample (see bottom) wins the 739879 Kai Sosejs next match, writs “6” in the “Match Pts.” box for the that round.

Game Outcome Match Outcome Round Opponent’s DCI Number Opponent’s Name Match Admin. 1 2 3 4 5 Win Draw Loss Pts. Only WWWWW 1. LLLLL WD L 985467 Mike Ryan 3 WWWWW 2. LLLLL WD L 362111 Charles Brown 6 WWWWW LLLLL WD L 3. 81456318 Svetlana Korsenko 6 WWWWW LLLLL WD L 4. 1127453 Reese Cleveland 7 WWWWW LLLLL WD L 5. WWWWW LLLLL WD L 6. WWWWW LLLLL WD L7. WWWWW LLLLL WD L 8. WWWWW LLLLL WD L9. WWWWW LLLLL WD L10.

8. Continue for the appropriate number of rounds (based on the number of players, using the chart above). After the proper number of rounds, take the Top 8 players and have a single-elimination tournament to determine the winners. WIZARDS OF THE COAST, Magic: The Gathering, the Magic: The Gathering Pro Tour and DCI are trademarks of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved.

F.1.2 Updated October 7 1999 POKÉMON™* AGE-MODIFIED SWISS PAIRING SYSTEM

BASICS TM The Age-Modified Swiss pairing system is required at all DCI™-sanctioned Pokémon™* tournaments because it allows all participants to play in each round of competition, regardless of how often they win or lose. This style is a slight variant of Swiss draw—the tournament style that pairs players each round based on their current records and standings. In Age- Modified Swiss, after players are separated for pairing each round based on their match records, players are further divided (if possible) based on their age group: 15 and up, 11 to 14, and 10 and under. Players are then paired based on their current match record and age group for the upcoming round.

DETERMINING A WINNER BASED ON SWISS ROUNDS If you want to determine an event’s winner based solely on Swiss rounds, you can add each player’s match points and com- pare the total against the other players’ scores. For the first few rounds, several players will have the same number of match points, but as the tournament progresses, only one player will be left with the highest match- point total. That player would be the winner based on the results of the Swiss rounds.

APPROPRIATE NUMBER OF SWISS ROUNDS (by Number of Players) Number of Players Number of Rounds 17–32 players 5 rounds of Swiss 33–64 players 6 rounds of Swiss 65–128 players 7 rounds of Swiss 129–226 players 8 rounds of Swiss 227–409 players 9 rounds of Swiss 410+ players 10 rounds of Swiss

SCORE RECORDING & PAIRING We recommend you use a note card (as a scorecard) for each player. Ask each player to write his or her name, age, and DCI membership number at the top of the card. Collect these cards from the players before the tournament begins. 1. Pair all players ages 15 and up randomly. If an odd number of players exists in this age group, include the remain- ing unpaired player in the pool of 11-to-14-year-olds and pair that group. Any remaining unpaired players in the 11- to-14 age group should be moved to the 10-and-under pairing pool. If an odd number of players still exists in the yougest age group, one random player from that group receives a first-round bye. The player receiving the bye is credited with a match win and 3 match points.

2. After the first round, record match results on the players’ note cards.

3. For all subsequent rounds, pair players primarily by match record, followed by age group. If an odd number of players exists with the same match record in any age group, pair one of those players against someone who has the same match record from the next highest age group. Example: At the end of the second round of competition, two players were 2–0, four players were 1–1, and two players were 0–2. While one of the undefeated players is from the 15-and-up age group, the other is from the 11-to-14 group. Given that the primary means of pairing players is match results, these two players are paired against one another for round 3. However, of the four players who are 1–1, two are from the 10-and-under group and two are between 11 and 14 years old. Players with the 1–1 match records are paired against players from the same age group. Note: Whenever possible, try to avoid pairing players from the 15-and-up age group against players from the 10-and-under age group. If you need to break a pairing of players from the 11-to-14 age group to meet this criteria, do so.

4. If an odd number of players exists with the same match record, pair players in accordance with #3 above and move the remaining player from the youngest age group to the next-highest match-record group. The player moving to another match-record group should be paired against a player from the same age range, if possible.

Example: In one particular event, five players are 2–1 and five players are 1–2. Of the five players who are 2–1, three are ages 15 and up, and two are under age 10. Two of the 15-and-up players are paired for the next round. The remaining 15-and-up player is paired against one of the players under age 10. The remaining player under age 10 is moved down to be paired against a player under age 10 in the 1–2 match-record group. (The player moving down retains his or her match record of 2–1 in the move.) F.2.1 5. As players finish each round, record their match scores on their note cards and keep track of their total running scores. In addition, write the opponent’s name and DCI number on the same line of the card corresponding to that round. (See sample scorecard below as an example.)

6. Matches are worth the following points during Swiss rounds: Match win 3 points Match draw 1 point Match loss 0 points The scoring method outlined above is intended to help players and judges track results within a tournament, but it is not relevant in participants’ DCI rankings.

7. Sample scorecard (for an event featuring one game per match):

DCI™ PLAYER MATCH RECORD CARD S COREKEEPING K EY: PLAYER INFORMATION Match Won: 3 Match Drawn: 1 Match Lost: 0 DCI # PLAYER N AME P LAYER # Game Won: 3 Game Drawn: 1 Game Lost: 0 Keep a running match-point total in the “Match Pts.” column. Example: If the player who beat Mr. Sample (see bottom) wins the 739879 Kai Sosejs next match, writs “6” in the “Match Pts.” box for the that round.

Game Outcome Match Outcome Round Opponent’s DCI Number Opponent’s Name Match Admin. 1 2 3 4 5 Win Draw Loss Pts. Only WWWWW 1. LLLLL WD L 985467 Mike Ryan 3 WWWWW 2. LLLLL WD L 362111 Charles Brown 6 WWWWW LLLLL WD L3. 81456318 Svetlana Korsenko 6 WWWWW LLLLL WD L4. 1127453 Reese Cleveland 7 WWWWW LLLLL WD L5. WWWWW LLLLL WD L6. WWWWW LLLLL WD L7. WWWWW LLLLL WD L8. WWWWW LLLLL WD L9. WWWWW LLLLL WD L10.

8. Continue for the appropriate number of rounds (based on the number of players, using the chart found on page 1). Award prizes based on match points. If players are tied based on match points, organizers may break the tie in any manner they feel appropriate, including: • awarding the prize to the player who lost most recently in the event; and • splitting prizes between tied players. (See “Sanctioning & Running BLUE Events is Easy!” for more information about prizes.)

WIZARDS OF THE COAST and DCI are trademarks of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. *©1995, 1996, and 1998 Nintendo, Creatures, GAMEFREAK. Pokémon is a trademark of Nintendo.

F.2.2 TIEBREAKERS

(Explanations of italicized terms are listed in the “Definitions” section below.)

TM

At the end of the final round, players are ranked based on the total number of match points they earned during the tournament. Players advance to the single-elimination rounds based on their rank. WHEN PLAYERS WHOARE ELIGIBLE FORADVANCEMENT HAVE EQUAL MATCH-POINT TOTALS, THE FOLLOWING TIEBREAKER STEPS MUST BE USED (IN THIS ORDER):

Step 1. Compare all tied contenders based on their opponents’match-win percentages.

Step 2. Compare all tied contenders based on their game-win percentages.

Step 3. Compare all tied contenders based on their opponents’game-win percentages.

DEFINITIONS:

Match Points: Players earn 3 match points for each match win and 1 match point for each match ending in a draw. (No points are awarded for a match loss.)

If the time allotment for a match runs out and both players have won an equal number of games, the match is considered a draw. Competitors who have won more games than their opponents when the match’s time allotment runs out are credited with match wins. Players receiving byes are considered to have won the match and earn 3 match points. Examples: • Player A has a record of 6–2–0 (Wins–Losses–Draws). She has 18 match points (6*3, 2*0, 0*1). • Player B’s tournament record is 4–2–2. He has 14 match points (4*3, 2*0, 2*1).

Match-win percentage: A player’s match-win percentage is that player’s accumulated match points divided by 3 times the number of rounds in which he or she competed, or 0.33, whichever is greater. (Establishing a minimum match-win percentage [0.33] limits the effect low performances have when calculating and comparing opponents’ match-win percentages in Step 1 of the tiebreakers.)

Examples: • Player C’s tournament record is 5–2–1. She has 16 match points and she played eight rounds. Her match-win percentage is 16/(8*3) = 16/24 = .667

• Player D goes 1–3–0 in four rounds and withdraws. He has 3 match points and his match-win percentage is 3/(4*3) = 3/12 = .25. However, since Player D’s match-win percent- age is below 0.33, player D’s match-win percentage is 0.33 instead of 0.25.

• Player E’s match record of 3-2-0 includes a first-round bye. She has 9 match points (includ- ing 3 match points from the bye) and her match-win percentage is 9/(5*3) = 9/15 = .60.

Opponents’match-win percentage: A player’s opponents’ match-win percentage is the average match-win percentage of each opponent that player faced (ignoring those rounds for which the player received a bye). Use the match-win percentage definition listed above when calculating each indi- vidual opponent’s match-win percentage.

Examples: • Player F’s record in an eight-round tournament is 6–2–0. Her opponents’ match records were: 4–4–0, 7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so her opponents’ match-win percentage is:

(12/24 + 21/24 + 4/15 + 10/21 + 18/24 + 16/24 + 13/24 + 19/24) 8 opponents Translated to the decimal system, this equation is:

(0.50 + 0.88 + 0.33 < raised from 0.27> + 0.48 + 0.75 + 0.67 + 0.54 + 0.79) 8 F.3.1 Updated July 1, 1998 With the individual match-win percentages added together, this equation becomes: 4.94 8 Player F’s opponents’match-win percentage is 0.62.

• Player G’s record at the same tournament was 6–2–0. His opponents’ records were: bye, 7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so his opponents’ match-win percentage is:

(0.88 + 0.33 +0.48+0.75+0.67+0.54+0.79) 7 opponents

With the individual match-win percentages added together, this equation becomes:

4.44 7

Player G’s opponents’match-win percentage is 0.63.

Game Points: Game points are similar to match points in that players earn 3 game points for each game they win and 1 point for each game that ends in a draw. Unfinished games are considered draws. Unplayed games are worth no points. Examples: • Player E wins a match 2–0–0, so she earns 6 game points and her opponent receives 0 game points from the match.

• Player F wins a match 2–1–0, so she earns 6 game points and her opponent earns 3 game points from the match.

• Player G wins a match 2–0–1, so he earns 7 game points and his opponent earns 1 game point from the match.

Game-win percentage: Similar to the match-win percentage, a player’s game-win percentage is the total number of game points he or she earned divided by 3 times the number of games played. Examples: • Player H plays in a four-round Swiss-style tournament. His game record is (by match): 2 wins (6 game points) 2 wins and 1 loss (6 game points) 1 win and 2 losses (3 game points) 2 wins (6 game points) Player H has 21 game points and his game-win percentage is: 21 = 0.70 (10*3) = 30 • In the same tournament, player I’s game record is (by match): 1 win and 2 losses (3 game points) 1 win and 2 losses (3 game points) 2 losses (0 game points) 1 win and 2 losses (3 game points) Player I has 9 game points and her game-win percentage is: 9 = 0.27 (11*3) = 33 Opponents’game-win percentages: Similar to opponents’ match-win percentage, a player’s opponents’ game-win percentage is sim- ply the average game-win percentage of all of that player’s opponents. And, as with opponents’ match-win percentage, each opponent has a minimum game-win percentage of 0.33.

Byes: When a player is assigned a bye for a round, he or she is considered to have won the match 2–0. Thus, that player earns 3 match points and 6 game points. A player’s byes are ignored when computing his or her opponents’ match-win percentage and opponents’ game-win percentage. WIZARDSOFTHE COAST, Magic: The Gathering, the Magic: The Gathering Pro Tour and DCI are trademarks of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved. F.3.2 Updated July 1, 1998 SINGLE-ELIMINATION

TM

Determine the top 8 players from Swiss-round competition, and pit the highest qualified player against the lowest qualifying competitor for the quarterfinal round. These players must be paired according to their final standing after Swiss rounds are complete. The ladder for the single-elimination seeding should look like the following: 1st

8th

4th

5th

2nd

7th

3rd

6th

Use this ladder for tournament all single-elimination final rounds of competition. The DCI suggests that single-elimination round durations be determined by multiplying the maximum number of games specified for each match by 20 minutes.

Example: Single-elimination rounds are an hour and 40 minutes long when they feature a maximum of 5 games per match. (Maximum 5 games x 20 minutes=1 hour and 40 minutes)

If the round ends before a winner is determined, resolve the following situations accordingly:

Players are between games when the round ends, and one player has more game points than the other: The player with the most game points wins the match and advances to the next round.

Players are between games when the round ends, and both players have identical game points: Competitors play an additional game, with the winner advancing to the next round.

Players are involved in a game when the round ends. Competitors finish the game they are playing when the round ends. At the end of that game, the player with the most game points wins the match and advances to the next round. If both players come out of that game with equal game points, the competitors play additional games until a winner can be determined based on game points.

TOP-8 BOOSTER OR ROCHESTER DRAFT If the top 8 players from Swiss rounds are playing off in a a booster or Rochester draft, they must be seated at the draft table as shown in the diagram below.

1 7 6 5 4 3 2 8 F.4.1 Updated October 17, 1999 The first seeded player chooses which position is to be the first active player in the draft. (For more information, see the Universal Tournament Rules, Section 77.)

For example, listed below is the top 8 for a tournament which has just cut to single-elimination Rochester draft final rounds.

1. Jeff 2. Kierin 3. Elaine 4. Monty 5. Gordon 6. Tara 7. Chris 8. R.E.

The players would be seated at the draft table as follows:

Jeff (1) Chris (7) Tara (6) Gordon (5) Monty (4) Elaine (3) Kierin (2) R.E. (8)

Jeff, as the player seeded first, may choose who becomes the first active player. After the draft and deck building, the players are paired in a single-elimination chart as shown on page F.4.1.

DCI is a trademark of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved.

F.4.2 Updated October 7, 1999 SUSPENDED PLAYER LIST

TM The DCI recognizes that sometimes, despite everyone’s best efforts, we need to administer penalties to DCI members who violate the DCI Standard Floor Rules during sanctioned tournaments. Cheating and unsportsmanlike conduct are not tolerated at DCI-sanctioned tournaments, and we seek your help in ensuring that these rules are properly and fairly enforced.

Currently, the DCI Universal Tournament Rules contain two rules addressing cheating and unsporting conduct:

41. Cheating Cheating will not be tolerated. The head judge reviews all cheating allegations, and if he or she determines that a player cheated, the head judge will issue the appropriate penalty based on the DCI Penalty Guidelines. All disquali- fications are subject to later DCI review and further penalties may be assessed.

Cheating includes, but is not limited to, the following intentional activities: • Receiving outside assistance or coaching • Looking at opponents’ card faces while shuffling or cutting their decks • Collusion to alter the results of a game or match (see section 25) • Misrepresenting cards or rules • Using marked cards/sleeves (see section 44) • Drawing extra cards • Illegally manipulating which cards are drawn from a player’s deck or his or her opponent’s deck • Stalling the length of a turn to take advantage of a time limit • Misrepresenting public information (point totals, number of cards in a deck, and so on.) • Giving false or misleading information to a judge or tournament official

42. Unsporting Conduct Unsporting conduct is unacceptable and will not tolerated at any time. Judges, players, spectators, and officials must behave in a polite, respectable, and sporting manner. In addition, players who use profanity, argue, act bel- ligerently toward tournament officials or one another, or harass spectators, tournament officials, or opponents will be subject to the appropriate provisions of the DCI Penalty Guidelines and will be subject to further DCI review.

The DCI empowers tournament officials to disqualify participants who violate these rules. Players who cheat or commit acts of unsportsmanlike conduct diminish the integrity of Magic: The Gathering® as an organized, intellectual sport. Tournament officials must note any warnings or disqualification on the official tournament report they return to DCI after the event is concluded. If you believe the DCI should consider applying penalties beyond the disqualification issued at the event, please contact the director of the DCI.

The DCI reviews these reports and in some instances determines that further penalties are necessary, particularly if the member has received multiple warnings or disqualification for the same violation. The director of the DCI notifies members when they are subject to additional penalties. The most common penalty is suspension, during which time the member is prohibited from participating in any DCI-sanctioned tournaments. When a member violates the suspension (i.e., participates in a sanctioned event while suspended), the member’s tournament results are not entered into the DCI’s ratings database. Unfortunately, this affects not only the suspended member, but any opponents he or she plays during the suspension. In short, permitting suspended members to participate in sanctioned tournaments victimizes innocent participants. To alleviate this problem, the DCI will provide tournament organizers with a list of currently suspended members.

The DCI reviews each case at the conclusion of the suspension period and makes a decision to permit the member to again participate in sanctioned tournaments or to extend the suspension.

The DCI requires that you do not permit these members to participate in your sanctioned tournaments for the duration of their suspension. Failure to adhere to this policy will jeopardize your future sanction- ing. If you have any questions regarding the status of an individual member, you may contact the DCI at your convenience. The DCI will update this list periodically. While we regret the necessity of such stern measures, we believe they are neces- sary in order to safeguard the integrity of the tournament structure.

Thank you very much for your assistance. We hope that tournament organizers and the DCI can work together to protect the integrity of the sanctioned-tournament structure. If you have any questions regarding this policy, please do not hesitate to contact the director of the DCI at your earliest convenience.

Wizards of the Coast and DCI are trademarks of Wizards of the Coast, Inc. ©2000 Wizards of the Coast, Inc. All rights reserved. Updated November 1, 2001 G.1 CURRENTLY SUSPENDED DCI MEMBERS as of January 15, 2002

First Last DCI Number Region StartDate EndDate Infraction William Akers 804854 Wilmington, DE 1999/07/21 2004/07/21 Fraudulent tournament reports; Obstruction of DCI investigation Alessio Andreani 40247403 Foligno, Italy 2001/05/21 2002/05/21 Theft John Arbe 762759 Davie, FL 2001/10/09 2006/10/09 Fraudulent Tournament Reports Flavio Avalo 176943 Buenos Aires, Argentina 1999/12/22 2001/12/22 Assault Peter Chao 188577 Taipei, Taiwan 2001/10/01 2002/10/01 Bribery/Collusion; Obstruction of a DCI Investigation Zac Clark 21705471 Woodbury, NJ 2000/07/28 2005/07/28 Fraudulent tournament reports Stuart Collum 1614390 Minot, ND 2000/10/18 2005/10/18 Fraudulent tournament reports Ari Cores 1349078 St Petersburg, FL 2001/09/17 2004/09/17 Adding cards to sealed deck David Dewaelsche 134513 Fishers, IN 2001/09/18 2006/09/18 Fraudulent tournament reports Kenneth Elkins 11711120 Arvada, CO 1999/12/22 2002/12/22 Fraudulent tournament reports; Obstruction of DCI investigation Massimo Esposito 226219 Milan, Italy Lifetime Edward Fear 730303 Rochester, NY 2001/01/26 2002/01/26 Cheating - manipulating the card draw Troy Galvin 208029 Junction City, KS 1999/02/23 2002/02/23 Adding cards to sealed deck Antonio Gonzales 50275225 Spain 2001/04/20 2003/04/20 Adding Cards to Draft Piotr Hajek 286911 Kraków, Poland 2001/05/21 2002/11/21 Unsportmanlike Conduct towards a Judge; Using a fake DCI Number Takuya Imaizumi 2514875 Shizuoka-ken, Japan 2001/11/12 2002/10/12 Cheating: Drawing additional cards Marcus King 651246 Battle Creek, MI 1997/07/03 2002/07/03 Mitsuhiro Kishi 88914844 Saitama-ken, Japan 2001/11/12 2002/02/12 Fraud: Participating in the use of a false DCI Number Mark Le Pine 12965 Merrimack, NH 2001/11/19 2002/11/19 Unsporting Conduct: Acting in an inapropriate manner towards the head judge; Previous probation for unsporting conduct Jeffrey Lyon 1330212 Carmichael, CA 1999/03/30 2002/03/30 Fraudulent tournament reports; Obstruction of DCI investigation Alen Magdic 20289533 Zagreb, Croatia 2001/07/31 2004/07/31 Failure to fulfill Tournament Organizer and Country Coordinator responsibilities Patrick Marchbanks 602951 Gulfport, MS 2000/05/25 2005/05/25 Fraudulent tournament reports Fred Marcus 1297792 Blackwood, NJ 2000/07/28 2005/07/28 Fraudulent tournament reports Miguel Martin 50275949 Santa Cruz, Spain 2001/04/19 2005/04/19 Adding Cards to Sealed Deck; Obstructing a DCI Investigation Theron Martin 7214 Indianapolis, IN 2001/09/18 2006/09/18 Fraudulent tournament reports Matt Massuto 147090 Tampa, FL 1999/10/26 2002/10/26 Adding cards to sealed deck Casey McCarrel 143696 Lafayette, CA USA 2001/07/05 2004/07/05 Cheating - Shuffling Technique (Manipulating opponent's deck) Chris McLees 122436 Arvada, CO 1999/12/22 2004/12/22 Fraudulent tournament reports; Obstruction of DCI investigation John Miller 749793 Blackwood, NJ 2000/07/28 2002/07/28 Fraudulent tournament reports Kim Min-Su 22515030 Tokyo, Japan 2001/10/09 2004/10/09 Adding cards to sealed deck Daniel Mischiol 1114163 Berlin, Germany 1999/11/16 2002/11/16 Adding cards to sealed deck Phil Mondiello 54322189 Staten Island, NY 2001/07/20 2005/07/20 Fraudulent tournament reports; Providing False Information to the DCI Hoang-Hai Nguyen 41112610 Matzendorf, Switzerland 2001/08/23 2004/08/23 Adding cards to sealed deck Takamasa Oode 1313106 Saitama-ken, Japan 2001/11/12 2002/02/12 Fraud: Participating in the use of a false DCI Number Mario Pascoli 70246865 Roma, Italy 2001/05/21 2001/11/21 Theft Sergio Robalo 82882540 Lisboa, Portugal 2001/07/30 2011/07/30 Assault Ryan Roe 115579 Indianapolis, IN 2001/09/18 2006/09/18 Fraudulent tournament reports Tomoharu Saitou 2312826 Japan 2001/10/01 2003/04/01 Bribery/Collusion; Cheating Justin Schneider 10213 Baltimore, MD 2001/04/19 2003/04/19 Bribery/Collusion; Misrepresenting Information to DCI Officials; Previous Suspension Yuta Shimobayashi 2513875 Kyoto, Japan 2001/02/16 2006/02/16 Using a false name to submit fraudulent tour- nament reports. Dean Stewart 605435 Evanston, WY 1998/03/12 2002/04/12 Fraudulent tournament reports; Obstruction of DCI investigation Justin Stoner 208027 Fort Reiley, KS 1999/02/23 2005/02/23 Adding cards to sealed deck; Using fraudu- lent name and DCI number; Obstruction of DCI investigation Gianluca Stucchi 90247528 Milan, Italy 2001/05/21 2002/05/21 Using a fake DCI Number; Previous Suspension Dmitry Suschenko 82829358 Moscow, Russian Federation 2001/07/31 2002/01/31 Allowing the use of a fraudulent identity Yoshiki Takahashi 22779572 Saitama-ken, Japan 2001/11/12 2002/02/12 Fraud: Participating in the use of a false DCI Number Taro Takamatsu 173857 Nitta-gun, Japan 2001/08/09 2006/08/08 Creating fraudulent tournament reports Kazuya Terasawa 2219836 Saitama-ken, Japan 2001/11/12 2002/02/12 Fraud: Using a false DCI number Trey Van Cleave 70706490 Herning, Denmark 2001/11/12 2002/10/12 Bribery at Pro Tour-New Orleans Dannon Vick 115684, 146100 Lakeland, FL 1999/10/26 2002/10/26 Adding cards to sealed deck Andrei Vostretsov 72717891 Moscow, Russian Federation 2001/07/31 2002/07/31 Use of a fraudulent identity Paul Weber 773500; Roswell, GA 1999/01/18 2004/07/19 Adding cards to sealed deck; 702351; 126256 Deck manipulation and fake shuffling; Unsporting conduct Glen Weeks 729707 Minot, ND 2000/10/18 2005/10/18 Fraudulent tournament reports Mike Weeks 26314 Minot, ND 2000/10/18 2005/10/18 Fraudulent tournament reports Allen Wen 1066367 South Africa 2001/10/12 2002/05/12 Deck Manipulation: Stacking David Williams 708710 Dallas, TX 2001/09/03 2002/09/03 Cheating - Manipulating the card draw G.2 Updated January 15, 2002 DCI NUMBERS & YOU

TM THE IMPORTANCE OF DCI NUMBERS DCI numbers are the core of our tournament services. They allow your players to develop ratings and rankings in the world- wide communities of their favorite games, and develop consistent, individualized play histories as long as they participate in DCI-sanctioned events—from 400-player prereleases all the way to local, weekly 8-person tournaments.

Before registering each player for your event, please be sure to ask for his or her DCI number. The best way to ask players for their DCI number is to ask if they have ever participated in a sanctioned tournament before. Then ask what number appeared on the membership card they received. Many players who have played in few DCI-sanctioned events don’t think of the number they received as their DCI number, so asking players in this manner is best.

DCI numbers are particularly important for BLUE tournaments, because players' ratings are interrelated. If a single DCI number isn't associated with one player at a tournament, that missing piece of information affects not only every opponent that player faced within your tournament, but the ratings of any player those opponents face in the future. Therefore, DCI numbers are mandatory at all BLUE events!

The need for DCI numbers at RED tournaments is slightly different. Given that players' rankings are not based on the skill level of each opponent faced, DCI numbers are not mandatory. However, the DCI determines the ranking points available for each event based on the number of players using DCI numbers, so it is in the participants best interest that everyone uses DCI numbers. If 24 people participate in a RED event, but only 16 use DCI numbers, the number of points available to the participants is a third less.

COMMON ISSUES Listed below are three common DCI Number issues you may run across. Please use the instructions listed for each section when resolving: • Issuing New DCI Numbers • Finding Lost or Forgotten DCI Numbers • Fixing Players with Multiple DCI Numbers

ISSUING NEW DCI NUMBERS When you sanctioned your first event, you should have received the following: • Numbered Basic DCI Membership Cards • Unnumbered Basic DCI Membership Cards • Membership Information Update Forms

New players registering for their first tournaments must fill out one of the Basic DCI Membership Cards. New players will begin developing ratings and rankings in the worldwide communities of their favorite games, beginning with their perfor- mance in this event.

The application card is separated into two halves—the player information portion and the membership card portion. Players record their name, address and contact information on one half of the card, while the other half will serve as the player's membership card for use at all future DCI-sanctioned events. After the player fills out the entire membership card, tear off the membership-card portion and give it to the player for use at future events. You will return the player-information portion of the card to the DCI with your event report when you send it in to the DCI.

FINDING LOST OR FORGOTTEN DCI NUMBERS Given that ratings and rankings are designed to reflect a player's ability in the sanctioned games they play, each player may only have one DCI number. However, considering that these basic membership cards are consumed easily by washing machines and other water hazards, the DCI recognizes that these cards can be mutilated beyond recognition. For this reason, we have a couple of solutions for you, should you have a player registering who has lost his or her DCI number:

H.1 If you have an on-site computer with a CD-ROM drive: An updated worldwide membership list is included on the DCI Tournament Organizer’s Handbook CD-ROM you received with your Handbook. You can open a text version of the DCI membership list in just about any word-processing program, and search for any players missing their DCI numbers by first or last name.Be sure to verify the player's zip code to make sure you have the right player in front of you. In the more than 300,000 DCI members, we have a number of John Smiths, so you'll want to make sure you have the right one in front of you.

After finding his or her number, get an unnumbered Basic DCI Membership Card and write the player's DCI number in the appropriate location. Have the player complete the contact information portion, and give the player the membership-card portion for use at future sanctioned events. Return the player information portion of the card to the DCI with your event report.

If you do not have an on-site computer: In this scenario, you'll need to issue the player a new DCI number (following the “Issuing DCI Numbers” section above), and have the player fill out a Basic Membership Renewal Card. Given that much of the information is the same between the renewal card and basic membership card, the player only needs to fill out their Name, Date of Birth, Zip Code, DCI Number and the "Other DCI or Arena Numbers" space appropriately on the renewal card. Below are some key points to follow when handling lost numbers in this manner:

• On the line marked "DCI Number," write the player's new DCI number. • Be sure the player has completed the Date of Birth field. • On the line marked "Other DCI or Arena Numbers," write "LOST." • Return the Basic Membership Renewal Card with your event report.

FIXING PLAYERS WITH MULTIPLE DCI NUMBERS A player may have multiple DCI numbers for a variety of reasons, but to make sure ratings and rankings are calculated cor- rectly and efficiently, we need each player to keep only one number. If a player you know has multiple numbers, they must merge them together by using the DCI's Basic Membership Renewal Card. A space at the bottom of this card (marked "Other DCI and Arena Numbers") is where players should list other numbers they have used in the past. Return the renewal card to the DCI with your event report when your event is over.

IMPORTANT NOTE: If you believe a player is using multiple DCI numbers to gain a ratings advantage, you should contact the DCI immediately via email at [email protected] so the issue can be investigated and resolved appropriately.

H.2 MATCH REPORTING FORM Make as many copies of this blank form as necessary for your tournament. Enter sanctioning number, round, and page information in the space provided. Page ___ of ___ TM Event Sanctioning #:

NOTE: Do not include letters such as the player’s last initial with any DCI™ number you list below. Round: Round:

Winner Loser Draw Winner Loser Draw

• • •

• • •

• • •

• • •

™ and ©1999 Wizards of the Coast, Inc. Page ___ of ___ PLAYER INFORMATION LIST Make as many copies of this blank form as necessary for your tournament. Remember to enter sanctioning number and page information in the space provided. TM Event Sanctioning #:

Tournament Name: Format: Organizer Name: Date: City: State: Country:

New Member (Check) DCI # First Name Last Name Phone Number

™ and ©1999 Wizards of the Coast, Inc. Page ___ of ___ POKÉMON™* PLAYER INFORMATION LIST Make as many copies of this blank form as necessary for your tournament. Remember to enter sanctioning number and page information in the space provided. TM Event Sanctioning #:

Tournament Name: Format: Organizer Name: Date: City: State: Country:

New Member Age Group (Check) DCI # First Name Last Name (Circle One) 15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under

15 & over / 11-14 / 10 & under *©1995, 1996, and 1998 Nintendo, Creatures, GAMEFREAK, Pokémon is a trademark of Nintendo. DCI is a trademark of Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. SINGLE-ELIMINATION EVENT REPORT FORM FOR 8 -PLAYER EVENTS OR FINAL TOURNAMENT ROUNDS

1 DCI TOURNAMENT SANCTIONING NUMBER: (APPEARING ON THE EVENT REPORT SUMMARY) TM

TOURNAMENT NAME:FORMAT:DATE: ORGANIZER:JUDGE: NAME DCI# NAME LEVEL (IF CERTIFIED) DCI#

2 P LAYER R EGISTRATION 4 M ATCH R ESULTS DCI NUMBERS M UST B E L ISTED IN E ACH S PACE #PLAYER NAME DCI NUMBER WINNERS (SEMIFINALISTS)OUT 1 vs.

2 vs.

3 vs. ROUND# 4 vs. 5 WINNERS (FINALISTS)3RD & 4TH PLACE vs. 6

ROUND# vs. 7 TOURNAMENT CHAMPION 2ND PLACE DRAW 8 vs.

ROUND# ™ and ©1999 Wizards of the Coast, Inc. 3 8-PLAYER S INGLE-ELIMINATION C HART QUARTERFINAL ROUND SEMIFINAL ROUND FINAL ROUND

TOURNAMENT CHAMPION

5 W ARNING/DISQUALIFICATION R EPORT

INFRACTION KEY (PLEASE PROVIDE ADDITIONAL DETAILS ON THE BACK OF THIS SHEET FOR ANY INFRACTIONS MARKED WITH AN ASTERISK (*) BELOW. 1. Illegal deck 9. Misrepresentation—Please explain on back of page. 17. Marked cards/sleeves (no pattern) 2. Illegal decklist 10. Failure to sufficiently randomize deck 18. Slow play during game 3. Illegal sideboard 11. Failure to unsideboard 19. Exceeding pregame time limit 4. Illegal sideboard list 12. Drawing extra cards—Please explain on back of page. 20. Unsporting conduct—Please explain on back of page. 5. Deck does not match decklist 13. Looking at extra cards 21. Cheating—Please explain on back of page. 6. Misrecorded decklist (Limited) 14. Improper draw at start of game (including mulligan) 22. Other —Please explain on back of page. 7. Received incorrectly recorded deck (Limited) 15. Failure to draw 8. Playing wrong opponent 16. Marked cards/sleeves (pattern)

CATEGORY INFRACTION PLAYER NAME JUDGE ISSUING PENALTY WARN.DQSEE KEY ABOVE FIRST, LAST DCI# FIRST, LAST DCI#

THE INFORMATION IN THIS WARNING/DISQUALIFICATION REPORT IS TRUE TO THE BEST OF MY KNOWLEDGE. HEAD JUDGE’S SIGNATURE:DATE: R EPORTING I NSTRUCTIONS Thank you for using the DCI™ player organization’s condensed event report form. This document is designed to reduce the time and paper involved in running your single-elimination tournaments. Please follow the instructions below to make sure this report is filled out correctly.

1. Tournament Information. Complete the event information, including your tournament’s sanctioning number, in the space provided. 2. Player Registration. Write each player’s name and DCI number in this section. 3. Player Pairings. For eight-player events, write the eight players’ names or DCI numbers randomly on the quarterfinalist lines of the 8-player single-elimination chart. These players are now paired for the quarterfinal round of competition. If this sheet will record the final tournament rounds of a larger event, pair players (in order) 1 vs. 8, 4 vs. 5, 2 vs. 7 and 3 vs. 6 based on their tournament match records and tiebreakers, if necessary. As the rounds progress through the finals, write each winner’s DCI number or name on the appropriate line for the next round until you have a champion. 4. Match Reporting. After the tournament is over, copy the DCI number for each round’s winners (the person who advanced to the next round) into the correct spaces of the match results section. In the boxes to the right of each winner’s DCI number, write the DCI number of the player he/she defeated that round. You’ll notice this section has the appropriate amount of DCI number slots to accommodate each round’s winners and losers. Remember to write the number of each round on the line to the left of the appropriate group of match results. (If this is an eight-player event, the top group of four match results constitutes Round 1, followed by two match results for Round 2 and so on.) 5. Warnings/Disqualifications. Judges issuing warnings or disqualifications must record them using the warning/disqualification report sec- tion at the bottom of the page. Violations not accounted for in the infractions key must be marked “Other” and described in the notes field below. Reference each infraction described below to the right player by attaching his/her nameto the information. If necessary, report any additional infractions on Warning/Disqualification Report Forms copied from your Tournament Organizer Handbook.

N OTES: MAGIC: THE GATHERING® EVENT SANCTIONING APPLICATION

Organizer: Name (First, Last) DCI #, if known Birthdate (Month/Day/Year) TM (Organizers must be 18 years old or older.) Judge (if not organizer): PAGE 1 Name (First, Last) DCI #

EVENT NAME:EVENT DATE: EVENT LOCATION (This information will be made public to let potential players know your event is taking place.) Name of Venue: Venue Address: City: State/Prov.: ZIP: Country: Phone Number: Email: MAILING LOCATION (The DCI will use this information to contact you and send you tournament support materials.) Organizer Mailing Address: City: State/Prov.: ZIP: Country: Phone Number: Email: TOURNAMENT INFORMATION What type of tournament will this be? (See the Magic DCI Floor Rules for more information. Check one box only.) TEAM TOURNAMENT SINGLES # of Players/Team (2 or 3) TOURNAMENT EVENT FORMAT Standard

EXAMPLES: Block Invasion™ Block Odyssey™ Block See the Magic: The Gathering DCI Floor Rules for block format information. Extended Type 1 Type 1.5 Limited (Sealed Deck, Booster Draft, or Rochester Draft) Limited Team Event Circle one of the Limited formats listed above.

Enhance the K-value of your tournament! A tournament’s actual K-value will be determined based on the Event Report Summary you submit after the tournament. If no K-value is circled, this event receives a pre-event K-value of 16. Circle your event’s prospective K-value: 8k* 16k 24k 32k 40k 48k Certified Judge: Optional Optional Level 1 Level 2 ASSIGNED DIRECTLY Minimum Rules Enforcement Level (REL): REL 1 REL 1 REL 2 REL 3 BY DCI FOR SELECT Deck Verification Procedures: Optional Optional Required Required PREMIER EVENTS Use of decklists, deck checks, and (at Sealed-Deck events) deck swaps. ONLY Minimum Number of Players: 8 8 16 32 *Events that use the 3-Judge System are valued at 8k. See Section 19 of the Universal Tournament Rules for more info. Event Admission: $ Estimated Number of Players: If this event is the first from one organizer’s consistent schedule, please fill out the Periodic Event Schedule on page 2. I have read and agree to abide by the DCI Universal Tournament Rules and the most current Magic: The Gathering® Floor Rules.

Organizer Signature Date

Name (print) ™ and © 2002 Wizards of the Coast, Inc. MAGIC: THE GATHERING® SANCTIONING APPLICATION PAGE 2 PERIODIC EVENT SCHEDULE

Organizer: TM NAME (FIRST/LAST) DCI #, IF KNOWN Birthdate (Month/Day/Year) (Organizers must be 18 years old or older.) Name of Event:

For events occuring on a regular basis, please provide date and type information for each event beyond that listed on page 1.

ATE INGLES OR EAM VENT (IF TEAM EVENT) PRE-EVENT VENT ORMAT D S T E # OF PLAYERS K-VALUE E F CIRCLE ONE PER TEAM SEE PAGE 1 CHART. SEE THE EVENT FORMAT LIST ON PAGE 1.

1. Singles Team Constructed Team Limited Month Day Year

2. Singles Team Constructed Team Limited Month Day Year 3. Singles Team Constructed Team Limited Month Day Year

4. Singles Team Constructed Team Limited Month Day Year 5. Singles Team Constructed Team Limited Month Day Year 6. Singles Team Constructed Team Limited Month Day Year 7. Singles Team Constructed Team Limited Month Day Year 8. Singles Team Constructed Team Limited Month Day Year 9. Singles Team Constructed Team Limited Month Day Year 10. Singles Team Constructed Team Limited Month Day Year

11. Singles Team Constructed Team Limited Month Day Year

12. Singles Team Constructed Team Limited Month Day Year

13. Singles Team Constructed Team Limited Month Day Year

14. Singles Team Constructed Team Limited Month Day Year

15. Singles Team Constructed Team Limited Month Day Year 16. Singles Team Constructed Team Limited Month Day Year 17. Singles Team Constructed Team Limited Month Day Year 18. Singles Team Constructed Team Limited Month Day Year 19. Singles Team Constructed Team Limited Month Day Year 20. Singles Team Constructed Team Limited Month Day Year

Additional Information:

™ and ©2002 Wizards of the Coast TEAM TOURNAMENT REGISTRATION FORM Event Sanctioning #: TM

TEAM # Team numbers assigned below are used only within this event. Teams do not use the same Team # from event to event.

Team Name Player A Name Player B Name Player C Name 001. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 002. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 003 Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 004. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 005. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 006. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 007. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 008. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 009. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name 010. Affiliation (School, Store, etc.)

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

™ and © 1999 Wizards of the Coast, Inc. TEAM TOURNAMENT REGISTRATION FORM Event Sanctioning #: Team # TM (For 11+) Team numbers assigned below are used only within this event. Teams do not use the same Team # from event to event.

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.)

TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.) TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.) TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.) TEAM # Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

Team Name Player A Name Player B Name Player C Name Affiliation (School, Store, etc.) TEAM #

Player A DCI# Player B DCI# Player C DCI# CITY ST./PROV. COUNTRY

™ and © 1999 Wizards of the Coast, Inc. TEAM TOURNAMENT ROUND REPORTING FORM

Event Sanctioning #:

Please record only the team number (listed to the left of each team’s name) in the correct spaces below for each round. In addition, remember to write the round number in the spaces provided above each string of round result results.

ROUND ROUND ROUND ROUND

Round Round Round Round Round Round Round Round Winner Loser Winner Loser Winner Loser Winner Loser (Team #) (Team #) (Team #) (Team #) (Team #) (Team #) (Team #) (Team #) Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

Draw W L Draw W L Draw W L Draw W L

™ and ©1999 Wizards of the Coast, Inc. ™ BASIC DCI EVENT SANCTIONING APPLICATION

Organizer: TM Name (First, Last) DCI #, if known Birthdate (Month/Day/Year) (Organizers must be 18 years old or older.) Judge (if not organizer): Name (First, Last) DCI #

EVENT NAME: EVENT DATE:EXPECTED ATTENDANCE:ENTRY FEE: GAME & EVENT FORMAT CHECK THE BOX FOR THE APPROPRIATE GAME AND SELECT WHICH FORMAT YOU WILL USE. Game Constructed Limited Please check the appropriate box Players bring decks to the event Players receive a quantity of sealed booster packs for the game you want to support with a that they have built using cards (or packs and decks) from the tournament organizer. DCI-sanctioned tournament. from their own collections. They then build their decks and play using only the cards they received for the tournament.

UNLIMITED. Players bring 60-card decks using just about any Pokémon card. See section 225 of the Pokémon DCI Floor Rules. Pokémon® Booster Draft only. MODIFIED. Players bring 60-card decks using only cards from select card sets. See section 226 of the Pokémon DCI Floor Rules.

Harry Potter™ Players must bring 60-card decks.

Players must bring 60-card strategy decks, and field Sealed Deck, Booster, Rochester, or Auction Draft. See MLB™ Showdown™ teams of 20 players at under 5,000 points each. the DCI MLB™ Showdown Floor Rules for more info. Players must bring 40-card strategy decks, and field teams of Sealed Deck, Booster, Rochester, or Auction Draft. See NFL Showdown™ under 5,000 points, including backups and special-teams players. the DCI NFL Showdown Floor Rules for more info.

Dungeons & Dragons® The point total for each player’s warband must not exceed Chainmail® 50 points unless otherwise specified in the guidebook. Players must bring 25-card strategy decks. The total values for Football Champions™ their teams during match play—excluding substitutes—may not exceed 1,300 points, with no more than 800 spent on attackers and midfielders and no more than 800 spent on defenders or the goalie. EVENT LOCATION THIS INFORMATION WILL BE MADE PUBLIC TO LET POTENTIAL PLAYERS KNOW YOUR EVENT IS TAKING PLACE. Name of Venue: Venue Address: City: State/Prov.: Country: ZIP: Phone Number: ( ) Email Address: MAILING LOCATION Organizer Mailing Address: City: State/Prov.: Country: ZIP: Phone Number: ( ) Email Address:

If this event is the first in a series of regularly scheduled events, please fill out the Periodic Event Schedule on page 2.

I have read the Universal Tournament Rules and the DCI Floor Rules for the appropriate game. I understand the rules and requirements described therein and agree to abide by them.

Name (print) Signature Date B ASIC DCI PAGE 2 PERIODIC EVENT SCHEDULE TM

Organizer: NAME (FIRST/LAST) DCI NUMBER, IF KNOWN BIRTHDATE (MONTH/DAY/YEAR)* *Organizers must be 18 years old or older. Name of Event:

For events occuring on a regular basis, please provide date and type information for each event beyond that listed on page 1. DATE GAME EVENT FORMAT Harry Potter, Chainmail and Football Champions HECK THE PPROPRIATE OX C A B are CONSTRUCTED ONLY. Pokémon Unlimited MLB ™ Showdown™ Football Champions Constructed Limited 1. Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 2. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 3. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 4. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 5. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 6. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 7. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 8. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 9. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter ™ ™ 10. Pokémon Unlimited MLB Showdown Football Champions Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter ™ ™ 11. Pokémon Unlimited MLB Showdown Football Champions Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 12. Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Constructed Limited Pokémon Unlimited MLB ™ Showdown™ Football Champions 13. Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Constructed Limited Pokémon Unlimited MLB ™ Showdown™ Football Champions 14. Constructed Limited Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Pokémon Unlimited MLB ™ Showdown™ Football Champions 15. Month Day Year Pokémon Modified NFL Showdown Chainmail Harry Potter Constructed Limited Additional Information:

Pokémon is a registered trademark of Nintendo. HARRY POTTER, characters, names and related indicia are trademarks of and © Warner Bros. (s02) Major League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc. ©MLBPA Official Licensee—Major League Baseball Players Association. ©2002 NFL Properties, Inc. Wizards of the Coast, Dungeons & Dragons, Chainmail, Showdown, Football Champions, and DCI are trademarks of Wizards of the Coast, Inc. ©2002 Wizards. DECK REGISTRATION SHEET

Player Name: DCI #: Date: TM Tournament Title: Tournament Type: City: State/Province: Country: ™ and ©1999 Wizards of the Coast, Inc. DECK NAME:DECK DESIGNER:

DECK Use English-language card names only. Number Card Name Number Card Name

Total Number of Cards in Deck: SIDEBOARD Number Card Name Number Card Name

Total Number of Cards in Sideboard: DCI™ PLAYER MATCH RECORD CARD S COREKEEPING K EY: PLAYER INFORMATION Match Won: 3 Match Drawn: 1 Match Lost: 0 DCI # PLAYER N AME P LAYER # Duel Won: 3 Duel Drawn: 1 Duel Lost: 0 Keep a running match-point total in the “Match Pts.” column. Example: If the player who beat Mr. Sample (see bottom) wins the next match, writs “6” in the “Match Pts.” box for the that round.

Duel Outcome Match Outcome Round Opponent’s DCI Number Opponent’s Name Match Admin. 1 2 3 4 5 Win Draw Loss Pts. Only

WWWWW 1. LLLLL WD L WWWWW 2. LLLLL WD L WWWWW LLLLL WD L 3. WWWWW LLLLL WD L 4. WWWWW LLLLL WD L 5. WWWWW LLLLL WD L 6. WWWWW LLLLL WD L 7. WWWWW LLLLL WD L 8. WWWWW LLLLL WD L 9. WWWWW LLLLL WD L 10.

DCI™ PLAYER MATCH RECORD CARD S COREKEEPING K EY: PLAYER INFORMATION Match Won: 3 Match Drawn: 1 Match Lost: 0 DCI # PLAYER N AME P LAYER # Duel Won: 3 Duel Drawn: 1 Duel Lost: 0 Keep a running match-point total in the “Match Pts.” column. Example: If the player who beat Mr. Sample (see bottom) wins the next match, writs “6” in the “Match Pts.” box for the that round.

Duel Outcome Match Outcome Round Opponent’s DCI Number Opponent’s Name Match Admin. 1 2 3 4 5 Win Draw Loss Pts. Only

WWWWW 1. LLLLL WD L WWWWW 2. LLLLL WD L WWWWW LLLLL WD L 3. WWWWW LLLLL WD L 4. WWWWW LLLLL WD L 5. WWWWW LLLLL WD L 6. WWWWW LLLLL WD L 7. WWWWW LLLLL WD L 8. WWWWW LLLLL WD L 9. WWWWW LLLLL WD L 10. PLAYER 1 Game_____ of _____ PLAYER 2 Name: Name:

DCI#: DCI#:

Play / Draw # of Mulligans: Play / Draw # of Mulligans: Circle One Circle One P LAYER 1 T URN P LAYER 2 T URN Land Life Total Change Life Total Change Life Total Land Life Total Change Life Total Change Life Total Played –Player 1– –Player 2– (After Changes) Played –Player 1– –Player 2– (After Changes) (Source / Amount) (Source / Amount)PL. 1 PL. 2 (Source / Amount) (Source / Amount) PL. 1PL. 2

Game Result: Game Win Game Loss Game Result: Game Win Game Loss Game Wins/Losses at this point in the match: Game Wins/Losses at this point in the match: Wins: Losses: Wins: Losses: If this game ended the match, what was the match result? If this game ended the match, what was the match result? Match Win Match Loss Match Win Match Loss D ECK C HECKLIST

PLAYER INFORMATION

Registered By (Name) Registered By (DCI#)

Used By (Name) Used By (DCI#)

LAND USED TOTAL USED TOTAL USED TOTAL USED TOTAL Adarkar Wastes Ebon Stronghold Island (4 ver.) Sulfurous Springs Bottomless Vault Forest (4 ver.) Karplusan Forest Svyelunite Temple Brushland Havenwood Battleground Mountain (4 ver.) Swamp (4 ver.) City of Brass Hollow Trees Plains (4 ver.) Underground River Dwarven Hold Icatian Store Ruins of Trokair Urza’s Mine Dwarven Ruins Ice Floe Sand Silos Urza’s Power Plant Urza’s Tower

ARTIFACT USED TOTAL USED TOTAL USED TOTAL USED TOTAL Aladdin’s Ring Dancing Scimitar Howling Mine Ornithopter Amulet of Kroog Diabolic Machine Infinite Hourglass Pentagram of the AgAges Ankh of Mishra Dingus Egg Iron Star Primal Clay Ashnod’s Altar Disrupting Scepter Ivory Cup Rod of Ruin Ashnod’s Transmogrant Dragon Engine Jade Monolith Serpent Generator Barbed Sextant Elkin Bottle Jalum Tome Shapeshifter Barl’s Cage Feldon’s Cane Jandor’s Saddlebags Skull Catapult Battering Ram Fellwar Stone Jayemdae Tome Soul Net Bottle of Suleiman Feroz’s Ban Jester’s Cap Tawnos’s Weaponry Clay Statue Flying Carpet Joven’s Tools Throne of Bone Clockwork Beast Fountain of Youth Library of Leng Time Bomb Clockwork Steed Gauntlets of Chaos Mana Vault Urza’s Avenger Colossus of Sardia Glasses of Urza Meekstone Urza’s Bauble Coral Helm Grapeshot Catapult Millstone Wall of Spears Crown of the Ages Helm of Chatzuk Nevinyrral’s Disk Winter Orb Crystal Rod Hive, The Obelisk of Undoing Wooden Sphere

BLACK USED TOTAL USED TOTAL USED TOTAL USED TOTAL Abyssal Specter Drudge Skeletons Lord of the Pit Raise Dead Animate Dead Erg Raiders Lost Soul Scathe Zombies Ashes to Ashes Evil Eye of Orms-by-Gore Mind Ravel Sengir Autocrat Bad Moon Evil Presence Mind Warp Sorceress Queen Black Knight Fallen Angel Mindstab Thrull Stromgald Cabal Blight Fear Mole Worms Terror Bog Imp Frozen Shade Murk Dwellers Thrull Retainer Bog Rats Funeral March Necrite Torture Bog Wraith Gloom Necropotence Touch of Death Breeding Pit Greater Werewolf Nether Shadow Unholy Strength Broken Visage Hecatomb Nightmare Vampire Bats Carrion Ants Howl from Beyond Paralyze Wall of Bone Cloak of Confusion Initiates of the Ebon Hand Pestilence Warp Artifact Cursed Land Kjeldoran Dead Pit Scorpion Weakness Dark Ritual Knight of Stromgald Plague Rats Wretched, The Deathgrip Krovikan Fetish Pox Xenic Poltergeist Derelor Leshrac’s Rite Rag Man Zombie Master Drain Life Continued on the back of this sheet Continuation of Fifth Edition Deck Checklist

USED TOTAL BLUE USED TOTAL GREEN USED TOTAL RED USED TOTAL WHITE Aether Storm An-Havva Constable Ambush Party Abbey Gargoyles Air Elemental Aspect of Wolf Atog Akron Legionnaire Anti-Magic Aura Aurochs Ball Lightning Alabaster Potion Azure Drake Birds of Paradise Bird Maiden Angry Mob Binding Grasp Carapace Blood Lust Animate Wall Boomerang Cat Warriors Brassclaw Orcs Arenson’s Aura Brainstorm Chub Toad Brothers of Fire Armageddon Counterspell Cockatrice Brute, The Armor of Faith Dance of Many Craw Giant Cave People Aysen Bureaucrats Dandân Craw Wurm Conquer Benalish Hero Dark Maze Crumble Crimson Manticore Blessed Wine Deflection Desert Twister Detonate Blinking Spirit Drain Power Durkwood Boars Disintegrate Brainwash Energy Flux Elder Druid Dwarven Catapult Caribou Range Enervate Elven Riders Dwarven Soldier Castle Feedback Elvish Archers Dwarven Warriors CoP: Artifacts Flight Fog Earthquake CoP: Black Flood Force of Nature Errantry CoP: Blue Forget Foxfire Eternal Warrior CoP: Green Force Spike Fungusaur Fire Drake CoP: Red Gaseous Form Fyndhorn Elder Fireball CoP: White Glacial Wall Ghazbán Ogre Firebreathing Crusade Homarid Warrior Giant Growth Flame Spirit D’Avenant Archer Hurkyl’s Recall Giant Spider Flare Death Speakers Hydroblast Grizzly Bears Flashfires Death Ward Juxtapose Hungry Mist Game of Chaos Disenchant Krovikan Sorcerer Hurricane Giant Strength Divine Offering Labyrinth Minotaur Instill Energy Goblin Digging Team Divine Transformation Leviathan Ironroot Treefolk Goblin Hero Dust to Dust Lifetap Johtull Wurm Goblin King Eye for an Eye Lord of Atlantis Killer Bees Goblin War Drums Greater Realm of Preservation Magical Hack Ley Druid Goblin Warrens Heal Magus of the Unseen Lhurgoyf Hill Giant Healing Salve Memory Lapse Lifeforce Hurloon Minotaur Hipparion Merfolk of the Pearl Trident Living Artifact Imposing Visage Holy Strength Mind Bomb Living Lands Incinerate Icatian Phalanx Phantasmal Forces Llanowar Elves Inferno Icatian Scout Phantasmal Terrain Lure Ironclaw Curse Icatian Town Phantom Monster Marsh Viper Ironclaw Orcs Island Sanctuary Pirate Ship Nature’s Lore Jokulhaups Ivory Guardians Portent Pradesh Gypsies Keldon Warlord Justice Power Sink Primal Order Mana Clash Karma Prodigal Sorcerer Rabid Wombat Mana Flare Kismet Psychic Venom Radjan Spirit Manabarbs Kjeldoran Royal Guard Ray of Command Regeneration Mons’s Goblin Raiders Kjeldoran Skycaptain Reef Pirates Scaled Wurm Mountain Goat Mesa Falcon Recall Scavenger Folk Orcish Artillery Mesa Pegasus Remove Soul Scryb Sprites Orcish Captain Order of the Sacred Torch Sea Serpent Shanodin Dryads Orcish Conscripts Order of the White Shield Sea Spirit Shrink Orcish Farmer Pearled Unicorn Sea Sprite Stampede Orcish Oriflamme Personal Incarnation Seasinger Stream of Life Orcish Squatters Pikemen Segovian Leviathan Sylvan Library Orgg Prismatic Ward Sibilant Spirit Tarpan Panic Repentant Blacksmith Sleight of Mind Thicket Basilisk Primordial Ooze Reverse Damage Soul Barrier Titania’s Song Pyroblast Righteousness Spell Blast Tranquility Pyrotechnics Sacred Boon Stasis Tsunami Sabretooth Tiger Samite Healer Steal Artifact Untamed Wilds Shatter Seraph Time Elemental Venom Shatterstorm Serra Bestiary Twiddle Verduran Enchantress Shivan Dragon Serra Paladin Unstable Mutation Wall of Brambles Smoke Shield Bearer Unsummon Wanderlust Stone Giant Shield Wall Updraft War Mammoth Stone Rain Spirit Link Vodalian Soldiers Whirling Dervish Stone Spirit Truce Wall of Air Wild Growth Wall of Fire Tundra Wolves Wind Spirit Winter Blast Wall of Stone Wall of Swords Zephyr Falcon Wolverine Pack Winds of Change White Knight Zur’s Weirding Wyluli Wolf Word of Blasting Wrath of God Registered by (Name):

DCI#: Used By (Name): Used by (Name): DCI #: DCI#: Deck ChecklistDECK REGISTRATION CHECKLIST USED TOTAL BLACK USED TOTAL BLUE USED TOTAL GREEN USED TOTAL RED USED TOTAL WHITE Abyssal Hunter Ancestral Memories Afiya Grove Agility Afterlife Ashen Powder Azimaet Drake Armor of Thorns Aleatory Alarum Barbed-Back Wurm Bay Falcon Barbed Foliage Armorer Guildmage Auspicious Ancestor Binding Agony Bazaar of Wonders Brushwagg Barreling Attack Benevolent Unicorn Blighted Shaman Boomerang Canopy Dragon Blind Fury Blinding Light Bone Harvest Cerulean Wyvern Crash of Rhinos Blistering Barrier Celestial Dawn LANDS Breathstealer Cloak of Invisibility Cycle of Life Builder’s Bane Civic Guildmage USED TOTAL USED TOTAL Cadaverous Knight Coral Fighters Decomposition Burning Palm Efreet Dazzling Beauty Forest Bad River Carrion Daring Early Harvest Burning Shield Askari Disempower Island Crystal Vein Catacomb Dragon Dissipate Fallow Earth Chaos Charm Disenchant Mountain Flood Plain Choking Sands Dream Cache Femeref Archers Chaosphere Divine Offering Plains Grasslands Crypt Cobra Dream Fighter Fog Cinder Cloud Divine Retribution Swamp Mountain Valley Dark Banishing Energy Vortex Foratog Consuming Ferocity Ekundu Griffin Teferi’s Isle Rocky Tar Pit Dark Ritual Ether Well Giant Mantis Crimson Hellkite Enlightened Tutor Dirtwater Wraith Flash Gibbering Hyenas Crimson Roc Ethereal Champion USED TOTAL MULTICOLOR USED TOTAL ARTIFACTS Drain Life Floodgate Granger Guildmage Dwarven Miner Favorable Destiny Asmira, Holy Avenger Acidic Dagger Dread Specter Hakim, Loreweaver Hall of Gemstone Dwarven Nomad Femeref Healer Benthic Djinn Amber Prison Ebony Charm Harmattan Efreet Jolrael’s Centaur Ekundu Cyclops Femeref Knight Cadaverous Bloom Amulet of Unmaking Enfeeblement Jolt Jungle Patrol Emberwilde Djinn Femeref Scouts Circle of Despair Basalt Golem Feral Shadow Kukemssa Pirates Jungle Wurm Final Fortune Healing Salve Delirium Bone Mask Fetid Horror Kukemssa Serpent Karoo Meerkat Firebreathing Illumination Discordant Spirit Charcoal Diamond Forbidden Crypt Meddle Locust Swarm Flame Elemental Iron Tusk Elephant Emberwilde Caliph Chariot of the Sun Forsaken Wastes Memory Lapse Lure of Prey Flare Ivory Charm Energy Bolt Crystal Golem Grave Servitude Merfolk Raiders Maro Goblin Elite Infantry Jabari’s Influence Frenetic Efreet Cursed Totem Gravebane Zombie Merfolk Seer Mindbender Spores Goblin Scouts Mangara’s Blessing Grim Feast Elixir of Vitality Harbinger of Night Mind Bend Mtenda Lion Goblin Soothsayer Mangara’s Equity Harbor Guardian Ersatz Gnomes Infernal Contract Mind Harness Natural Balance Goblin Tinkerer Melesse Spirit Haunting Apparition Fire Diamond Kaervek’s Hex Mist Dragon Nettletooth Djinn Hammer of Bogardan Mtenda Griffin Hazerider Drake Grinning Totem Mire Shade Mystical Tutor Preferred Selection Hivis of the Scale Mtenda Herder Jungle Troll Horrible Hordes Nocturnal Raid Political Trickery Quirion Elves Illicit Auction Noble Elephant Kaervek’s Purge Igneous Golem Painful Memories Polymorph Rampant Growth Incinerate Null Chamber Leering Gargoyle Lead Golem Phyrexian Tribute Power Sink Regeneration Kaervek’s Torch Pacifism Malignant Growth Lion’s Eye Diamond Purraj of Urborg Prismatic Lace Roots of Life Lightning Reflexes Pearl Dragon Phyrexian Purge Mana Prism Ravenous Vampire Psychic Transfer Sabertooth Cobra Pyric Salamander Prismatic Circle Prismatic Boon Mangara’s Tome Reign of Terror Ray of Command Sandstorm Raging Spirit Rashida Scalebane Purgatory Marble Diamond Restless Dead Reality Ripple Seedling Charm Reckless Embermage Ritual of Steel Radiant Essence Miser’s Cage Sewer Rats Sandbar Crocodile Seeds of Innocence Reign of Chaos Sacred Mesa Reflect Damage Moss Diamond Shadow Guildmage Sapphire Charm Serene Heart Searing Spear Askari Shadowbane Reparations Patagia Golem Shallow Grave Sea Scryer Stalking Tiger Sirocco Sidar Jabari Rock Basilisk Paupers’ Cage Shauku, Endbringer Shaper Guildmage Superior Numbers Splitting Earth Soul Echo Savage Twister Phyrexian Dreadnought Skulking Ghost Shimmer Tranquil Domain Stone Rain Spectral Guardian Sawback Manticore Phyrexian Vault Soul Rend Soar Tropical Storm Subterranean Spirit Sunweb Sealed Fate Razor Pendulum Soulshriek Suq’Ata Firewalker Uktabi Faerie Talruum Minotaur Teremko Griffin Shauku’s Minion Sand Golem Spirit of the Night Taniwha Uktabi Wildcats Telim’Tor Unyaro Griffin Spatial Binding Sky Diamond Stupor Teferi’s Curse Unseen Walker Telim’Tor’s Edict Vigilant Martyr Unfulfilled Desires Teeka’s Dragon Tainted Specter Teferi’s Drake Unyaro Bee Sting Torrent of Lava Wall of Resistance Vitalizing Cascade Telim’Tor’s Darts Tombstone Stairwell Teferi’s Imp Village Elder Viashino Warrior Ward of Lights Warping Wurm Unerring Sling Urborg Panther Thirst Waiting in the Weeds Volcanic Dragon Yare Wellspring Ventifact Bottle Wall of Corpses Tidal Wave Wall of Roots Volcanic Geyser Zhalfirin Commander Windreaper Falcon Withering Boon Vaporous Djinn Wild Elephant Wildfire Emissary Zhalfirin Knight Zebra Unicorn Zombie Mob Wave Elemental Worldly Tutor Zirilan of the Claw Zuberi, Golden Feather Registered by (Name): DCI#:

Used By (Name): DCI#: D ECK C HECKLIST LANDS USED TOTAL USED TOTAL USED TOTAL USED TOTAL Coral Atoll Everglades Jungle Basin Quicksand Dormant Volcano Griffin Canyon Karoo Undiscovered Paradise

ARTIFACTS USED TOTAL USED TOTAL USED TOTAL USED TOTAL Anvil of Bogardan Iron-Heart Chimera Phyrexian Marauder Teferi's Puzzle Box Brass-Talon Chimera Juju Bubble Phyrexian Walker Tin-Wing Chimera Diamond Kaleidoscope Lead-Belly Chimera Sands of Time Triangle of War Dragon Mask Magma Mine Sisay's Ring Wand of Denial Helm of Awakening Matopi Golem Snake Basket

MULTICOLOR USED TOTAL USED TOTAL USED TOTAL USED TOTAL Army Ants Firestorm Hellkite Righteous War Suleiman's Legacy Breathstealer's Crypt Guiding Spirit Scalebane's Elite Tempest Drake Corrosion Mundungu Simoon Viashivan Dragon Femeref Enchantress Pygmy Hippo Squandered Resources

BLACK USED TOTAL USED TOTAL USED TOTAL USED TOTAL Aku Djinn Death Watch Kaervek's Spite Suq'Ata Assassin Blanket of Night Desolation Necromancy Tar Pit Warrior Brood of Cockroaches Fallen Askari Necrosavant Urborg Mindsucker Coercion Forbidden Ritual Nekrataal Vampiric Tutor Crypt Rats Funeral Charm Pillar Tombs of Aku Vampirism Dark Privilege Infernal Harvest Python Wake of Vultures Wicked Reward BLUE USED TOTAL USED TOTAL USED TOTAL USED TOTAL Betrayal Flooded Shoreline Mystic Veil Teferi's Realm Breezekeeper Foreshadow Ovinomancer Three Wishes Chronatog Impulse Prosperity Time and Tide Cloud Elemental Inspiration Rainbow Efreet Undo Desertion Knight of the Mists Shimmering Efreet Vanishing Dream Tides Man-o'-War Shrieking Drake Vision Charm Waterspout Djinn GREEN USED TOTAL USED TOTAL USED TOTAL USED TOTAL Bull Elephant Feral Instinct Mortal Wound Rowen City of Solitude Giant Caterpillar Natural Order Spider Climb Creeping Mold Katabatic Winds Panther Warriors Stampeding Wildebeests Elephant Grass King Cheetah Quirion Druid Summer Bloom Elven Cache Kyscu Drake Quirion Ranger Uktabi Orangutan Emerald Charm Lichenthrope River Boa Warthog Wind Shear RED USED TOTAL USED TOTAL USED TOTAL USED TOTAL Bogardan Phoenix Hearth Charm Mob Mentality Song of Blood Dwarven Vigilantes Heat Wave Ogre Enforcer Spitting Drake Elkin Lair Hulking Cyclops Raging Gorilla Suq'Ata Lancer Fireblast Keeper of Kookus Relentless Assault Talruum Champion Goblin Recruiter Kookus Rock Slide Talruum Piper Goblin Swine-Rider Lightning Cloud Solfatara Tremor Viashino Sandstalker WHITE USED TOTAL USED TOTAL USED TOTAL USED TOTAL Archangel Honorable Passage Miraculous Recovery Retribution of the Meek Daraja Griffin Hope Charm Parapet Righteous Aura Equipoise Infantry Veteran Peace Talks Sun Clasp Eye of Singularity Jamuraan Lion Relic Ward Teferi's Honor Guard Freewind Falcon Knight of Valor Remedy Tithe Gossamer Chains Longbow Archer Resistance Fighter Warrior's Honor Zhalfirin Crusader Registered by (Name):

DCI#:

Used by (Name): Used By (Name): DECK REGISTRATION CHECKLIST

DCI#:DCI #: Deck Checklist

USED TOTAL LAND USED TOTAL BLACK USED TOTAL BLUE USED TOTAL GREEN USED TOTAL RED USED TOTAL WHITE Gemstone Mine Abyssal Gatekeeper Abduction Aboroth Æther Flash Abeyance Lotus Vale Agonizing Memories Abjure Arctic Wolves Betrothed of Fire Alabaster Dragon Scorched Ruins Barrow Ghoul Ancestral Knowledge Barishi Bloodrock Cyclops Alms Winding Canyons Bone Dancer Apathy Blossoming Wreath Bogardan Firefiend Angelic Renewal Buried Alive Argivian Restoration Briar Shield Boiling Blood Ardent Militia Circling Vultures Avizoa Call of the Wild Cinder Giant Argivian Find Coils of the Medusa Cloud Djinn Choking Vines Cinder Wall Aura of Silence Doomsday Disrupt Dense Foliage Cone of Flame Benalish Infantry Fatal Blow Ertai’s Familiar Downdraft Desperate Gambit Benalish Knight Festering Evil Flux Fallow Wurm Dwarven Berserker Benalish Missionary USED TOTAL ARTIFACTS Fledgling Djinn Fog Elemental Familiar Ground Dwarven Thaumaturgist Debt of Loyalty Bösium Strip Gallowbraid Mana Chains Fungus Elemental Fervor Duskrider Falcon Bubble Matrix Haunting Misery Manta Ray Gaea’s Blessing Fire Whip Empyrial Armor Chimeric Sphere Hidden Horror Merfolk Traders Harvest Wurm Firestorm Foriysian Brigade Dingus Staff Infernal Tribute Noble Benefactor Liege of the Hollows Fit of Rage Gerrard’s Wisdom Jabari’s Banner Mischievous Poltergeist Ophidian Llanowar Behemoth Goblin Bomb Guided Strike Jangling Automaton Morinfen Paradigm Shift Llanowar Druid Goblin Grenadiers Heavy Ballista Mana Web Necratog Pendrell Mists Llanowar Sentinel Goblin Vandal Inner Sanctum Mind Stone Odylic Wraith Phantom Warrior Mwonvuli Ooze Heart of Bogardan Kithkin Armor Null Rod Razortooth Rats Phantom Wings Nature’s Kiss Heat Stroke Master of Arms Phyrexian Furnace Shadow Rider Psychic Vortex Nature’s Resurgence Hurloon Shaman Mistmoon Griffin Serrated Biskelion Shattered Crypt Relearn Redwood Treefolk Lava Hounds Peacekeeper Steel Golem Spinning Darkness Sage Owl Rogue Elephant Lava Storm Revered Unicorn Straw Golem Strands of Night Teferi’s Veil Striped Bears Maraxus of Keld Serenity Thran Forge Tendrils of Despair Timid Drake Sylvan Hierophant Orcish Settlers Serra’s Blessing Thran Tome Urborg Justice Tolarian Drake Tranquil Grove Roc Hatchling Soul Shepherd Touchstone Urborg Stalker Tolarian Entrancer Uktabi Efreet Sawtooth Ogre Southern Paladin Well of Knowledge Wave of Terror Tolarian Serpent Veteran Explorer Thunderbolt Tariff Xanthic Statue Zombie Scavengers Vodalian Illusionist Vitalize Thundermare Volunteer Reserves PLAYER INFORMATION

DECK • REGISTRATION • CHECKLIST Registered By (Name) USED TOTAL BLACK USED TOTAL BLUE USED TOTAL GREEN USED TOTAL RED USED TOTAL WHITE Abandon Hope Benthic Behemoth Aluren Aftershock Advance Scout Bellowing Fiend Capsize Apes of Rath Ancient Runes Angelic Protector Registered By (DCI#) Blood Pet Chill Bayou Dragonfly Apocalypse Anoint Bounty Hunter Counterspell Broken Fall Barbed Sliver Armor Sliver Carrionette Dismiss Canopy Spider Blood Frenzy Armored Pegasus Clot Sliver Dream Cache Charging Rhino Boil Auratog Coercion Duplicity Choke Canyon Drake Avenging Angel Used By (Name) Coffin Queen Ertai's Meddling Crazed Armodon Canyon Wildcat Circle of Protection: Black Commander Greven il-Vec Escaped Shapeshifter Dirtcowl Wurm Chaotic Goo Circle of Protection: Blue Corpse Dance Fighting Drake Earthcraft Crown of Flames Circle of Protection: Green Dark Banishing Fylamarid Eladamri's Vineyard Deadshot Circle of Protection: Red Used By (DCI#) Dark Ritual Gaseous Form Eladamri, Lord of Leaves Enraging Licid Circle of Protection: Shadow Darkling Stalker Giant Crab Elven Warhounds Firefly Circle of Protection: White ADDED USED TOTAL BASIC LAND USED TOTAL ARTIFACT Dauthi Embrace Horned Turtle Elvish Fury Fireslinger Clergy en-Vec Mountain (4 versions) Altar of Dementia Dauthi Ghoul Insight Flailing Drake Flowstone Giant Cloudchaser Eagle Island (4 versions) Booby Trap Dauthi Horror Interdict Frog Tongue Flowstone Salamander Disenchant Swamp (4 versions) Bottle Gnomes Dauthi Marauder Intuition Fugitive Druid Flowstone Wyvern Elite Javelineer Forest (4 versions) Coiled Tinviper Dauthi Mercenary Legacy's Allure Harrow Furnace of Rath Field of Souls Plains (4 versions) Cold Storage Dauthi Mindripper Legerdemain Heartwood Dryad Giant Strength Flickering Ward Cursed Scroll Dauthi Slayer Mana Severance Heartwood Giant Goblin Bombardment Gallantry Echo Chamber Death Pits of Rath Manta Riders Heartwood Treefolk Hand to Hand Gerrard's Battle Cry Emerald Medallion Diabolic Edict Mawcor Horned Sliver Havoc Hanna's Custody Emmessi Tome Disturbed Burial Meditate Krakilin Heart Sliver Hero's Resolve USED TOTAL NONBASIC LAND Energizer Dread of Night Mnemonic Sliver Mirri's Guile Jackal Pup Humility Ancient Tomb Essence Bottle Dregs of Sorrow Power Sink Mongrel Pack Kindle Invulnerability Caldera Lake Excavator Endless Scream Precognition Muscle Sliver Lightning Blast Knight of Dawn Cinder Marsh Flowstone Sculpture Enfeeblement Propaganda Natural Spring Lightning Elemental Light of Day Ghost Town Fool's Tome Evincar's Justice Rootwater Diver Nature's Revolt Lowland Giant Marble Titan Maze of Shadows Grindstone Extinction Rootwater Hunter Needle Storm Magmasaur Master Decoy Mogg Hollows Helm of Possession Fevered Convulsions Rootwater Matriarch Nurturing Licid Mogg Conscripts Mounted Archers Pine Barrens Jet Medallion Gravedigger Rootwater Shaman Overrun Mogg Fanatic Oracle en-Vec Reflecting Pool Jinxed Idol Imps' Taunt Sea Monster Pincher Beetles Mogg Raider Orim's Prayer Rootwater Depths Lotus Petal Kezzerdrix Shadow Rift Rampant Growth Mogg Squad Orim, Samite Healer Salt Flats Magnetic Web Knight of Dusk Shimmering Wings Reality Anchor No Quarter Pacifism Scabland Manakin Leeching Licid Skyshroud Condor Reap Opportunist Pegasus Refuge Skyshroud Forest Metallic Sliver Living Death Spell Blast Recycle Pallimud Quickening Licid Stalking Stones Mogg Cannon Maddening Imp Steal Enchantment Respite Rathi Dragon Repentance Thalakos Lowlands Patchwork Gnomes Marsh Lurker Stinging Licid Root Maze Renegade Warlord Sacred Guide Vec Townships Pearl Medallion Mindwhip Sliver Thalakos Dreamsower Rootbreaker Wurm Rolling Thunder Safeguard Wasteland Phyrexian Grimoire Minion of the Wastes Thalakos Mistfolk Rootwalla Sandstone Warrior Serene Offering Phyrexian Hulk Perish Thalakos Seer Scragnoth Scorched Earth Soltari Crusader Phyrexian Splicer Pit Imp Thalakos Sentry Seeker of Skybreak Searing Touch Soltari Emissary USED TOTAL MULTICOLOR Puppet Strings Rain of Tears Time Ebb Skyshroud Elf Shadowstorm Soltari Foot Soldier Dracoplasm Ruby Medallion Rats of Rath Time Warp Skyshroud Ranger Shatter Soltari Lancer Lobotomy Sapphire Medallion Reanimate Tradewind Rider Skyshroud Troll Shocker Soltari Monk Ranger en-Vec Scalding Tongs Reckless Spite Twitch Spike Drone Starke of Rath Soltari Priest Segmented Wurm Scroll Rack Sadistic Glee Unstable Shapeshifter Storm Front Stone Rain Soltari Trooper Selenia, Dark Angel Squee's Toy Sarcomancy Volrath's Curse Trained Armodon Stun Spirit Mirror Sky Spirit Static Orb Screeching Harpy Whim of Volrath Tranquility Sudden Impact Staunch Defenders Soltari Guerrillas Telethopter Servant of Volrath Whispers of the Muse Trumpeting Armodon Tahngarth's Rage Talon Sliver Spontaneous Combustion Thumbscrews Skyshroud Vampire Wind Dancer Verdant Force Tooth and Claw Warmth Vhati il-Dal Torture Chamber Souldrinker Wind Drake Verdigris Wall of Diffusion Winds of Rath Wood Sage Watchdog Spinal Graft Winged Sliver Winter's Grasp Wild Wurm Worthy Cause D ECK C HECKLIST

Used Total MULTICOLOR:WUsed Total HITE Used Total BLUE: Acidic Sliver Bandage Cloud Spirit Crystalline Sliver Calming Licid Contempt Hibernation Sliver Change of Heart Dream Halls PLAYER INFORMATION Sliver Queen Contemplation Dream Prowler Spined Sliver Conviction Evacuation Victual Sliver Hidden Retreat Gliding Licid Honor Guard Hammerhead Shark Lancers en-Kor Hesitation Registered By (Name) Used Total ARTIFACTS: Nomads en-Kor Intruder Alarm Bullwhip Pursuit of Knowledge Leap Ensnaring Bridge Rolling Stones Mana Leak Registered By (DCI#) Heartstone Sacred Ground Mask of the Mimic Horn of Greed Samite Blessing Mind Games Used By (Name) Hornet Cannon Scapegoat Ransack Jinxed Ring Shaman en-Kor Rebound Mox Diamond Skyshroud Falcon Reins of Power Used By (DCI#) Portcullis Smite Sift Shifting Wall Soltari Champion Silver Wyvern Sword of the Chosen Spirit en-Kor Spindrift Drake Volrath’s Laboratory Temper Thalakos Deceiver Venerable Monk Tidal Surge Wall of Essence Tidal Warrior Warrior Angel Volrath’s Shapeshifter LAND: Warrior en-Kor Walking Dream Volrath’s Stronghold Youthful Knight Wall of Tears

Used Total BLACK:RUsed Total ED:GUsed Total REEN: Bottomless Pit Amok Awakening Brush with Death Convulsing Licid Burgeoning Cannibalize Craven Giant Carnassid Corrupting Licid Duct Crawler Constant Mists Crovax the Cursed Fanning the Flames Crossbow Ambush Dauthi Trapper Flame Wave Elven Rite Death Stroke Fling Endangered Armodon Dungeon Shade Flowstone Blade Hermit Druid Foul Imp Flowstone Hellion Lowland Basilisk Grave Pact Flowstone Mauler Mulch Lab Rats Flowstone Shambler Overgrowth Megrim Furnace Spirit Primal Rage Mind Peel Heat of Battle Provoke Mindwarper Invasion Plans Skyshroud Archer Morgue Thrull Mob Justice Skyshroud Troopers Mortuary Mogg Bombers Spike Breeder Rabid Rats Mogg Flunkies Spike Colony Revenant Mogg Infestation Spike Feeder Serpent Warrior Mogg Maniac Spike Soldier Skeleton Scavengers Ruination Spike Worker Stronghold Assassin Seething Anger Spined Wurm Stronghold Taskmaster Shard Phoenix Tempting Licid Torment Shock Verdant Touch Tortured Existence Spitting Hydra Volrath’s Gardens Wall of Souls Wall of Razors Wall of Blossoms PLAYER INFORMATION D ECK C HECKLIST

Used Total WHITE:BUsed Total LUE: Registered By (Name) Allay Æther Tide Angelic Blessing Cunning Cataclysm Curiosity Registered By (DCI#) Charging Paladin Dominating Licid Convalescence Ephemeron Used By (Name) Exalted Dragon Equilibrium High Ground Ertai, Wizard Adept Keeper of the Light Fade Away Used By (DCI#) Kor Chant Forbid Limited Resources Keeper of the Mind Used Total LAND: Oath of Lieges Killer Whale City of Traitors Paladin en-Vec Mana Breach Peace of Mind Merfolk Looter Used Total ARTIFACT: Pegasus Stampede Mind Over Matter Coat of Arms Penance Mirozel Erratic Portal Reaping the Rewards Oath of Scholars Medicine Bag Reconnaissance Robe of Mirrors Memory Crystal Shackles Rootwater Mystic Mindless Automaton Shield Mate School of Piranha Null Brooch Soltari Visionary Scrivener Skyshaper Soul Warden Thalakos Drifters Spellbook Standing Troops Thalakos Scout Sphere of Resistance Treasure Hunter Theft of Dreams Thopter Squadron Wall of Nets Treasure Trove Transmogrifying Licid Welkin Hawk Wayward Soul Workhorse Zealots en-Dal Whiptongue Frog

Used TotalBLACK:R Used Total ED:GUsed Total REEN: Carnophage Anarchist Avenging Druid Cat Burglar Cinder Crawler Bequeathal Culling the Weak Dizzying Gaze Cartographer Cursed Flesh Fighting Chance Crashing Boars Dauthi Cutthroat Flowstone Flood Elven Palisade Dauthi Jackal Furnace Brood Elvish Berserker Dauthi Warlord Keeper of the Flame Jackalope Herd Death’s Duet Mage il-Vec Keeper of the Beasts Entropic Specter Maniacal Rage Manabond Fugue Mogg Assassin Mirri, Cat Warrior Grollub Monstrous Hound Oath of Druids Hatred Oath of Mages Plated Rootwalla Keeper of the Dead Ogre Shaman Predatory Hunger Mind Maggots Onslaught Pygmy Troll Nausea Pandemonium Rabid Wolverines Necrologia Paroxysm Reclaim Oath of Ghouls Price of Progress Resuscitate Pit Spawn Raging Goblin Rootwater Alligator Plaguebearer Ravenous Baboons Skyshroud Elite Recurring Nightmare Reckless Ogre Skyshroud War Beast Scare Tactics Sabertooth Wyvern Song of Serenity Slaughter Scalding Salamander Spike Hatcher Spike Cannibal Seismic Assault Spike Rogue Thrull Surgeon Shattering Pulse Spike Weaver Vampire Hounds Sonic Burst Survival of the Fittest Volrath’s Dungeon Spellshock Wood Elves Registered By (Name)

Registered By (DCI#)

Used By (Name)

Used By (DCI#) ADDED USED TOTAL BASIC LANDUSED TOTAL WHITEUSED TOTAL BLUEUSED TOTAL BLACKUSED TOTAL REDUSED TOTAL GREEN Forest Absolute Grace Academy Researchers Abyssal Horror Acidic Soil Abundance Island Absolute Law Annul Befoul Antagonism Acridian Mountain Angelic Chorus Arcane Laboratory Bereavement Arc Lightning Albino Troll Plains Angelic Page Attunement Blood Vassal Bedlam Anaconda Swamp Brilliant Halo Back to Basics Bog Raiders Brand Argothian Elder Catastrophe Barrin, Master Wizard Breach Bravado Argothian Enchantress Clear Catalog Cackling Fiend Bulwark Argothian Swine USED TOTAL NONBASIC LAND Congregate Cloak of Mists Carrion Beetles Crater Hellion Argothian Wurm Blasted Landscape Defensive Formation Confiscate Contamination Destructive Urge Blanchwood Armor Drifting Meadow Disciple of Grace Coral Merfolk Corrupt Disorder Blanchwood Treefolk Gaea’s Cradle Disciple of Law Curfew Crazed Skirge Dromosaur Bull Hippo Phyrexian Tower Disenchant Disruptive Student Dark Hatchling Electryte Carpet of Flowers Polluted Mire Elite Archers Douse Dark Ritual Falter Cave Tiger Remote Isle Faith Healer Drifting Djinn Darkest Hour Fault Line Child of Gaea Serra’s Sanctum Glorious Anthem Enchantment Alteration Despondency Fiery Mantle Citanul Centaurs Shivan Gorge Healing Salve Energy Field Diabolic Servitude Fire Ants Citanul Hierophants Slippery Karst Herald of Serra Exhaustion Discordant Dirge Gamble Cradle Guard Smoldering Crater Humble Fog Bank Duress Goblin Cadets Crosswinds Thran Quarry Intrepid Hero Gilded Drake Eastern Paladin Goblin Lackey Elvish Herder Tolarian Academy Monk Idealist Great Whale Exhume Goblin Matron Elvish Lyrist Monk Realist Hermetic Study Expunge Goblin Offensive Endless Wurm Opal Acrolith Hibernation Flesh Reaver Goblin Patrol Exploration Opal Archangel Horseshoe Crab Hollow Dogs Goblin Raider Fecundity USED TOTAL ARTIFACTS Opal Caryatid Imaginary Pet Ill-Gotten Gains Goblin Spelunkers Fertile Ground Barrin’s Codex Opal Gargoyle Launch Looming Shade Goblin War Buggy Fortitude Cathodion Opal Titan Lilting Refrain Lurking Evil Guma Gaea’s Bounty Chimeric Staff Pacifism Lingering Mirage Mana Leech Headlong Rush Gaea’s Embrace Citanul Flute Pariah Morphling No Rest for the Wicked Heat Ray Gorilla Warrior Claws of Gix Path of Peace Pendrell Drake Oppression Jagged Lightning Greater Good Copper Gnomes Pegasus Charger Pendrell Flux Order of Yawgmoth Lay Waste Greener Pastures Crystal Chimes Planar Birth Peregrine Drake Parasitic Bond Lightning Dragon Hawkeater Moth Dragon Blood Presence of the Master Power Sink Persecute Meltdown Hidden Ancients Endoskeleton Redeem Power Taint Pestilence Okk Hidden Guerrillas Fluctuator Remembrance Recantation Phyrexian Ghoul Outmaneuver Hidden Herd Grafted Skullcap Rune of Protection: Artifacts Rescind Planar Void Rain of Salt Hidden Predators Hopping Automaton Rune of Protection: Black Rewind Priest of Gix Raze Hidden Spider Karn, Silver Golem Rune of Protection: Blue Sandbar Merfolk Rain of Filth Reflexes Hidden Stag Lifeline Rune of Protection: Green Sandbar Serpent Ravenous Skirge Retromancer Hush Lotus Blossom Rune of Protection: Lands Show and Tell Reclusive Wight Rumbling Crescendo Lull Metrognome Rune of Protection: Red Somnophore Reprocess Scald Midsummer Revel Mishra’s Helix Rune of Protection: White Spire Owl Sanguine Guard Scoria Wurm Pouncing Jaguar Mobile Fort Sanctum Custodian Stern Proctor Sicken Scrap Priest of Titania Noetic Scales Sanctum Guardian Stroke of Genius Skirge Familiar Shiv’s Embrace Rejuvenate Phyrexian Colossus Seasoned Marshal Sunder Skittering Skirge Shivan Hellkite Retaliation Phyrexian Processor Serra Avatar Telepathy Sleeper Agent Shivan Raptor Sporogenesis Pit Trap Serra Zealot Time Spiral Spined Fluke Shower of Sparks Spreading Algae Purging Scythe Serra’s Embrace Tolarian Winds Tainted Æther Sneak Attack Symbiosis Smokestack Serra’s Hymn Turnabout Unnerve Steam Blast Titania’s Boon Temporal Aperture Serra’s Liturgy Veil of Birds Unworthy Dead Sulfuric Vapors Titania’s Chosen Thran Turbine Shimmering Barrier Veiled Apparition Vampiric Embrace Thundering Giant Treefolk Seedlings Umbilicus Silent Attendant Veiled Crocodile Vebulid Torch Song Treetop Rangers Urza’s Armor Songstitcher Veiled Sentry Victimize Viashino Outrider Venomous Fangs Voltaic Key Soul Sculptor Veiled Serpent Vile Requiem Viashino Runner Vernal Bloom Wall of Junk Voice of Grace Windfall Western Paladin Viashino Sandswimmer War Dance Whetstone Voice of Law Wizard Mentor Witch Engine Viashino Weaponsmith Whirlwind Wirecat Waylay Zephid Yawgmoth’s Edict Vug Lizard Wild Dogs Worn Powerstone Worship Zephid’s Embrace Yawgmoth’s Will Wildfire Winding Wurm D ECK C HECKLISTS

Registered By (Name)

Registered By (DCI#) ™ Used By (Name)

Used By (DCI#)

Used Total LAND Used Total BLUE Used Total RED Used Total BLACK Used Total GREEN Faerie Conclave Anthroplasm About Face Apprentice Necromancer Ancient Silverback Forbidding Watchtower Archivist Avalanche Riders Attrition Compost Ghitu Encampment Aura Flux Defender of Chaos Body Snatcher Elvish Lookout Spawning Pool Bouncing Beebles Ghitu Fire-Eater Bubbling Muck Elvish Piper Treetop Village Cloud of Faeries Ghitu Slinger Used Total ARTIFACTS Carnival of Souls Emperor Crocodile Delusions of Mediocrity Ghitu War Cry Braidwood Cup Chime of Night Gamekeeper Braidwood Sextant Disease Carriers Goliath Beetle Used Total ARTIFACT Fleeting Image Goblin Medics Angel’s Trumpet Frantic Search Goblin Welder Brass Secretary Dying Wail Heart Warden Beast of Burden Intervene Granite Grip Caltrops Encroach Hunting Moa Extruder Eradicate Ivy Seer Crawlspace King Crab Impending Disaster Fodder Cannon Festering Wound Magnify Damping Engine Levitation Last-Ditch Effort Junk Diver Lurking Jackals Marker Beetles Defense Grid Miscalculation Lava Axe Mantis Engine Nightshade Seer Momentum Grim Monolith Opportunity Molten Hydra Masticore Phyrexian Monitor Multani’s Decree Iron Maiden Palinchron Parch Metalworker Phyrexian Negator Pattern of Rebirth Jhoira’s Toolbox Raven Familiar Pygmy Pyrosaur Powder Keg Plague Dogs Plated Spider Memory Jar Rebuild Pyromancy Scrying Glass Rapid Decay Plow Under Quicksilver Amulet Second Chance Rack and Ruin Storage Matrix Ravenous Rats Rofellos’s Gift Ring of Gix Slow Motion Rivalry Thran Dynamo Scent of Nightshade Rofellos, Llanowar Emissary Scrapheap Snap Shivan Phoenix Thran Foundry Skittering Horror Scent of Ivy Thran Lens Thornwind Faeries Sluggishness Thran Golem Slinking Skirge Splinter Thran War Machine Tinker Viashino Bey Urza’s Incubator Soul Feast Taunting Elf Thran Weaponry Vigilant Drake Viashino Cutthroat Squirming Mass Thorn Elemental Ticking Gnomes Walking Sponge Viashino Heretic Used Total LAND Twisted Experiment Yavimaya Elder Urza’s Blueprints Weatherseed Faeries Viashino Sandscout Yavimaya Hollow Yawgmoth’s Bargain Yavimaya Enchantress Wheel of Torture

Used Total RED Used Total BLUE Used Total WHITE Used Total BLACK Used Total GREEN Used Total WHITE Æther Sting Aura Thief Academy Rector Bone Shredder Bloated Toad Angelic Curator Bloodshot Cyclops Blizzard Elemental Archery Training Brink of Madness Crop Rotation Blessed Reversal Cinder Seer Brine Seer Capashen Knight Engineered Plague Darkwatch Elves Burst of Energy Colos Yearling Bubbling Beebles Capashen Standard Eviscerator Defense of the Heart Cessation Covetous Dragon Disappear Capashen Templar Fog of Gnats Deranged Hermit Defender of Law Flame Jet Donate False Prophet Giant Cockroach Gang of Elk Devout Harpist Goblin Berserker Fatigue Fend Off Lurking Skirge Harmonic Convergence Erase Goblin Festival Fledgling Osprey Field Surgeon No Mercy Hidden Gibbons Expendable Troops Goblin Gardener Illuminated Wings Flicker Ostracize Lone Wolf Hope and Glory Goblin Marshal Iridescent Drake Jasmine Seer Phyrexian Broodlings Might of Oaks Iron Will Goblin Masons Kingfisher Mask of Law and Grace Phyrexian Debaser Multani’s Acolyte Karmic Guide Hulking Ogre Mental Discipline Master Healer Phyrexian Defiler Multani’s Presence Knighthood Impatience Metathran Elite Opalescence Phyrexian Denouncer Multani, Maro-Sorcerer Martyr’s Cause Incendiary Metathran Soldier Reliquary Monk Phyrexian Plaguelord Rancor Mother of Runes Keldon Champion Opposition Replenish Phyrexian Reclamation Repopulate Opal Avenger Keldon Vandals Private Research Sanctimony Plague Beetle Silk Net Opal Champion Landslide Quash Scent of Jasmine Rank and File Simian Grunts Peace and Quiet Mark of Fury Rayne, Academy Chancellor Scour Sick and Tired Treefolk Mystic Planar Collapse Reckless Abandon Rescue Serra Advocate Sleeper’s Guile Weatherseed Elf Purify Repercussion Scent of Brine Solidarity Subversion Weatherseed Treefolk Radiant’s Dragoons Scent of Cinder Sigil of Sleep Tethered Griffin Swat Wing Snare Radiant’s Judgment Sowing Salt Telepathic Spies Tormented Angel Tethered Skirge Yavimaya Granger Radiant, Archangel Trumpet Blast Temporal Adept Voice of Duty Treacherous Link Yavimaya Scion Sustainer of the Realm Wake of Destruction Thieving Magpie Voice of Reason Unearth Yavimaya Wurm Tragic Poet Wild Colos Treachery Wall of Glare CLASSIC (SIXTH EDITION) Registered By D ECK R EGISTRATION C HECKLIST DCI# LACK REEN ED LUE HITE USED TOTALB USED TOTAL G USED TOTALR USED TOTALB USED TOTALW Abyssal Hunter Birds of Paradise Æther Flash Abduction Animate Wall Used By Abyssal Specter Call of the Wild Anaba Bodyguard Air Elemental Archangel Agonizing Memories Cat Warriors Anaba Shaman Ancestral Memories Ardent Militia Ashen Powder Creeping Mold Balduvian Barbarians Boomerang Armageddon DCI # Blight Dense Foliage Balduvian Horde Browse Armored Pegasus RTIFACT Blighted Shaman Early Harvest Blaze Chill Castle USED TOTAL A Aladdin’s Ring Blood Pet Elder Druid Boil Counterspell Celestial Dawn Amber Prison Bog Imp Elven Cache Burrowing Daring Apprentice Circle of Protection: Black Ankh of Mishra Bog Rats Elven Riders Conquer Deflection Circle of Protection: Blue Ashnod’s Altar Bog Wraith Elvish Archers Crimson Hellkite Desertion Circle of Protection: Green Bottle of Suleiman Coercion Fallow Earth Earthquake Diminishing Returns Circle of Protection: Red Charcoal Diamond Derelor Familiar Ground Fervor Dream Cache Circle of Protection: White Crystal Rod Doomsday Femeref Archers Final Fortune Flash Crusade Cursed Totem Dread of Night Fog Fire Elemental Flight D’Avenant Archer Dancing Scimitar Drudge Skeletons Fyndhorn Brownie Firebreathing Fog Elemental Daraja Griffin Dingus Egg Dry Spell Fyndhorn Elder Fit of Rage Forget Disenchant Disrupting Scepter Enfeeblement Giant Growth Flame Spirit Gaseous Form Divine Transformation Dragon Engine Evil Eye of Orms-by-Gore Giant Spider Flashfires Glacial Wall Ekundu Griffin Dragon Mask Fallen Angel Gorilla Chieftain Giant Strength Harmattan Efreet Enlightened Tutor Fire Diamond Fatal Blow Grizzly Bears Goblin Digging Team Horned Turtle Ethereal Champion Flying Carpet Fear Hurricane Goblin Elite Infantry Insight Exile Fountain of Youth Feast of the Unicorn Living Lands Goblin Hero Inspiration Healing Salve Glasses of Urza Feral Shadow Llanowar Elves Goblin King Juxtapose Heavy Ballista Grinning Totem Forbidden Crypt Lure Goblin Recruiter Library of Lat-Nam Hero’s Resolve Howling Mine Gravebane Zombie Maro Goblin Warrens Lord of Atlantis Icatian Town Iron Star Gravedigger Nature’s Resurgence Hammer of Bogardan Mana Short Infantry Veteran Ivory Cup Greed Panther Warriors Hulking Cyclops Memory Lapse Kismet Jade Monolith Hecatomb Pradesh Gypsies Illicit Auction Merfolk of the Pearl Trident Kjeldoran Royal Guard Jalum Tome Hidden Horror Radjan Spirit Inferno Mystical Tutor Light of Day Jayemdae Tome Howl from Beyond Rampant Growth Jokulhaups Phantasmal Terrain Longbow Archer Lead Golem Infernal Contract Redwood Treefolk Lightning Blast Phantom Warrior Mesa Falcon Mana Prism Kjeldoran Dead Regeneration Manabarbs Polymorph Order of the Sacred Torch Marble Diamond Leshrac’s Rite River Boa Mountain Goat Power Sink Pacifism Meekstone Lost Soul Rowen Orcish Artillery Prodigal Sorcerer Pearl Dragon Millstone Mind Warp Scaled Wurm Orcish Oriflamme Prosperity Regal Unicorn Moss Diamond Mischievous Poltergeist Shanodin Dryads Pillage Psychic Transfer Remedy Mystic Compass Necrosavant Stalking Tiger Pyrotechnics Psychic Venom Reprisal Obsianus Golem Nightmare Stream of Life Raging Goblin Recall Resistance Fighter Ornithopter Painful Memories Summer Bloom Reckless Embermage Relearn Reverse Damage Patagia Golem Perish Thicket Basilisk Relentless Assault Remove Soul Samite Healer Pentagram of the Ages Pestilence Trained Armodon Sabretooth Tiger Sage Owl Serenity Phyrexian Vault Python Tranquil Grove Shatter Sea Monster Serra’s Blessing Primal Clay Rag Man Tranquility Shatterstorm Segovian Leviathan Spirit Link Rod of Ruin Raise Dead Uktabi Orangutan Shock Sibilant Spirit Standing Troops Skull Catapult Razortooth Rats Uktabi Wildcats Spitting Drake Soldevi Sage Staunch Defenders Sky Diamond Scathe Zombies Unseen Walker Spitting Earth Spell Blast Sunweb Snake Basket Sengir Autocrat Untamed Wilds Stone Rain Storm Crow Tariff Soul Net Strands of Night Verduran Enchantress Talruum Minotaur Tidal Surge Tundra Wolves Storm Cauldron Stromgald Cabal Vitalize Tremor Unsummon Unyaro Griffin Teferi’s Puzzle Box Stupor Waiting in the Weeds Vertigo Vodalian Soldiers Venerable Monk The Hive Syphon Soul Warthog Viashino Warrior Wall of Air Wall of Swords Throne of Bone Terror Wild Growth Volcanic Dragon Wind Drake Warmth Wand of Denial Vampiric Tutor Worldly Tutor Volcanic Geyser Wind Spirit Warrior’s Honor Wooden Sphere Zombie Master Wyluli Wolf Wall of Fire Zur’s Weirding Wrath of God

BASIC LANDS NON-BASIC LANDS

ADDED USED TOTAL ADDED USED TOTAL USED TOTAL USED TOTAL USED TOTAL USED TOTAL Forest (4 vers.) Plains (4 vers.) Adarkar Wastes Crystal Vein Havenwood Battleground Sulfurous Springs Island (4 vers.) Swamp (4 vers.) Brushland Dwarven Ruins Karplusan Forest Svyelunite Temple Mountain (4 vers.) City of Brass Ebon Stronghold Ruins of Trokair Underground River User’s First Initial LAYER EGISTERING ECK LAYER SING ECK of Last Name P R D P U D

Registrant’s First Name User’s First Name ™

Registrant’s Last Name User’s Last Name Mercadian Masques and DCI are trademarks of ™ Wizards of the Coast, Inc. Registrant’s DCI Number User’s DCI Number ©2000 Wizards of the Coast, Inc.

BASIC LAND WHITE BLUE BLACK RED GREEN Played In Out Total Played Total Played Total Played Total Played Total Played Total Forest Afterlife Aerial Caravan Alley Grifters Arms Dealer Ancestral Mask Island Alabaster Wall Balloon Peddler Black Market Battle Rampart Bifurcate Mountain Armistice Blockade Runner Bog Smugglers Battle Squadron Boa Constrictor Plains Arrest Brainstorm Bog Witch Blaster Mage Briar Patch Swamp Ballista Squad Bribery Cackling Witch Blood Hound Caller of the Hunt Charm Peddler Buoyancy Cateran Brute Blood Oath Caustic Wasps Charmed Griffin Chambered Nautilus Cateran Enforcer Brawl Clear the Land ONBASIC AND Played Total N L Cho-Arrim Alchemist Chameleon Spirit Cateran Kidnappers Cave Sense Collective Unconscious Dust Bowl Cho-Arrim Bruiser Charisma Cateran Overlord Cave-In Dawnstrider Fountain of Cho Cho-Arrim Legate Cloud Sprite Cateran Persuader Cavern Crawler Deadly Insect Henge of Ramos Cho-Manno’s Blessing Coastal Piracy Cateran Slaver Ceremonial Guard Deepwood Drummer Hickory Woodlot Cho-Manno, Revolutionary Counterspell Cateran Summons Cinder Elemental Deepwood Elder High Market Common Cause Cowardice Conspiracy Close Quarters Deepwood Tantiv Mercadian Bazaar Cornered Market Customs Depot Corrupt Official Crag Saurian Deepwood Wolverine Peat Bog Crackdown Darting Merfolk Dark Ritual Crash Desert Twister Remote Farm Crossbow Infantry Dehydration Deathgazer Flailing Manticore Erithizon Rishadan Port Devout Witness Diplomatic Escort Deepwood Ghoul Flailing Ogre Ferocity Rushwood Grove Disenchant Diplomatic Immunity Deepwood Legate Flailing Soldier Food Chain Sandstone Needle Fountain Watch Drake Hatchling Delraich Flaming Sword Foster Saprazzan Cove Fresh Volunteers Embargo Enslaved Horror Furious Assault Game Preserve Saprazzan Skerry Honor the Fallen Energy Flux Extortion Gerrard’s Irregulars Giant Caterpillar Subterranean Hangar Ignoble Soldier Extravagant Spirit Forced March Hammer Mage Groundskeeper Tower of the Magistrate Inviolability False Demise Ghoul’s Feast Hired Giant Horned Troll Ivory Mask Glowing Anemone Haunted Crossroads Kris Mage Howling Wolf Jhovall Queen Gush Highway Robber Kyren Glider Hunted Wumpus Jhovall Rider High Seas Instigator Kyren Legate Invigorate ARTIFACTS Last Breath Hoodwink Insubordination Kyren Negotiations Land Grant Played Total Assembly Hall Moment of Silence Indentured Djinn Intimidation Kyren Sniper Ley Line Barbed Wire Moonlit Wake Karn’s Touch Larceny Lava Runner Lumbering Satyr Bargaining Table Muzzle Misdirection Liability Lightning Hounds Lure Credit Voucher Nightwind Glider Misstep Maggot Therapy Lithophage Megatherium Crenellated Wall Noble Purpose Overtaker Midnight Ritual Lunge Natural Affinity Crooked Scales Orim’s Cure Port Inspector Misshapen Fiend Magistrate’s Veto Pangosaur Crumbling Sanctuary Pious Warrior Rishadan Airship Molting Harpy Mercadia’s Downfall Revive Distorting Lens Ramosian Captain Rishadan Brigand Nether Spirit Ogre Taskmaster Rushwood Dryad Eye of Ramos Ramosian Commander Rishadan Cutpurse Notorious Assassin Pulverize Rushwood Elemental General’s Regalia Ramosian Lieutenant Rishadan Footpad Pretender’s Claim Puppet’s Verdict Rushwood Herbalist Heart of Ramos Ramosian Rally Sailmonger Primeval Shambler Robber Fly Rushwood Legate Henge Guardian Ramosian Sergeant Sand Squid Putrefaction Rock Badger Saber Ants Horn of Plenty Ramosian Sky Marshal Saprazzan Bailiff Quagmire Lamprey Seismic Mage Sacred Prey Horn of Ramos Rappelling Scouts Saprazzan Breaker Rain of Tears Shock Troops Silverglade Elemental Iron Lance Renounce Saprazzan Heir Rampart Crawler Sizzle Silverglade Pathfinder Jeweled Torque Revered Elder Saprazzan Legate Rouse Squee, Goblin Nabob Snake Pit Kyren Archive Reverent Mantra Saprazzan Outrigger Scandalmonger Stone Rain Snorting Gahr Kyren Toy Righteous Aura Saprazzan Raider Sever Soul Tectonic Break Spidersilk Armor Magistrate’s Scepter Righteous Indignation Shoving Match Silent Assassin Territorial Dispute Spontaneous Generation Mercadian Atlas Security Detail Soothsaying Skulking Fugitive Thieves’ Auction Squall Mercadian Lift Soothing Balm Squeeze Snuff Out Thunderclap Squallmonger Monkey Cage Spiritual Focus Statecraft Soul Channeling Tremor Stamina Panacea Steadfast Guard Stinging Barrier Specter’s Wail Two-Headed Dragon Sustenance Power Matrix Story Circle Thwart Strongarm Thug Uphill Battle Tiger Claws Puffer Extract Task Force Tidal Bore Thrashing Wumpus Volcanic Wind Tranquility Rishadan Pawnshop Thermal Glider Tidal Kraken Undertaker War Cadence Venomous Breath Skull of Ramos Tonic Peddler Timid Drake Unmask Warmonger Venomous Dragonfly Tooth of Ramos Trap Runner Trade Routes Unnatural Hunger Warpath Vernal Equinox Toymaker Wave of Reckoning War Tax Vendetta Wild Jhovall Vine Dryad Worry Beads Wishmonger Waterfront Bouncer Wall of Distortion Word of Blasting Vine Trellis ™ PLAYER REGISTERING DECK ™ D ECK C HECKLIST Registrant’s First Name, Last Name

Total WHITE Total BLUE Registrant’s DCI Number Played Played Angelic Favor Accumulated Knowledge Avenger en-Dal Æther Barrier PLAYER USING DECK Blinding Angel Air Bladder Chieftain en-Dal Cloudskate

Played Total LAND Defender en-Vec Daze Kor Haven Defiant Falcon Dominate Rath’s Edge Defiant Vanguard Ensnare User’s First Name Terrain Generator Fanatical Devotion Infiltrate Lashknife Jolting Merfolk RTIFACT User’s Last Name Played Total A Lawbringer Oraxid Belbe’s Armor Lightbringer Pale Moon Belbe’s Portal Lin Sivvi, Defiant Hero Parallax Tide User’s DCI Number Complex Automaton Netter en-Dal Rising Waters Eye of Yawgmoth Noble Stand Rootwater Commando FOR DRAFTS ONLY. Flint Golem Off Balance Rootwater Thief Flowstone Armor Oracle’s Attendants Seahunter Flowstone Thopter Parallax Wave Seal of Removal

PlayedBASIC LANDS Kill Switch Seal of Cleansing Sliptide Serpent Forest Parallax Inhibitor Silkenfist Fighter Sneaky Homunculus Island Predator, Flagship Silkenfist Order Stronghold Biologist Mountain Rackling Sivvi’s Ruse Stronghold Machinist Plains Rejuvenation Chamber Sivvi’s Valor Stronghold Zeppelin Swamp Rusting Golem Spiritual Asylum Submerge Tangle Wire Topple Trickster Mage Nemesis and DCI are trademarks of Wizards Viseling Voice of Truth Wandering Eye of the Coast, Inc. ©2000 Wizards of the Coast, Inc.

LACK Played ED Played REEN Played Total B Total R Total G Ascendant Evincar Ancient Hydra Animate Land Battlefield Percher Arc Mage Blastoderm Belbe’s Percher Bola Warrior Coiling Woodworm Carrion Wall Downhill Charge Fog Patch Dark Triumph Flame Rift Harvest Mage Death Pit Offering Flowstone Crusher Mossdog Divining Witch Flowstone Overseer Nesting Wurm Massacre Flowstone Slide Overlaid Terrain Mind Slash Flowstone Strike Pack Hunt Mind Swords Flowstone Surge Refreshing Rain Murderous Betrayal Flowstone Wall Reverent Silence Parallax Dementia Laccolith Grunt Rhox Parallax Nexus Laccolith Rig Saproling Burst Phyrexian Driver Laccolith Titan Saproling Cluster Phyrexian Prowler Laccolith Warrior Seal of Strength Plague Witch Laccolith Whelp Skyshroud Behemoth Rathi Assassin Mana Cache Skyshroud Claim Rathi Fiend Mogg Alarm Skyshroud Cutter Rathi Intimidator Mogg Salvage Skyshroud Poacher Seal of Doom Mogg Toady Skyshroud Ridgeback Spineless Thug Moggcatcher Skyshroud Sentinel

of Last Name Spiteful Bully Rupture Stampede Driver

User’s First Initial Stronghold Discipline Seal of Fire Treetop Bracers Vicious Hunger Shrieking Mogg Wild Mammoth Volrath the Fallen Stronghold Gambit Woodripper ™

™ D ECK PLAYER REGISTERING DECK C HECKLIST

AND HITE Total LUE Played Total L Played Total W Played B Rhystic Cave Abolish Alexi’s Cloak Registrant’s First Name, Last Name Wintermoon Mesa Aura Fracture Alexi, Zephyr Mage Avatar of Hope Avatar of Will Registrant’s DCI Number Blessed Wind Coastal Hornclaw Celestial Convergence Denying Wind RTIFACT Played Total A Diving Griffin Excavation PLAYER USING DECK Chimeric Idol Entangler Foil Copper-Leaf Angel Excise Gulf Squid Hollow Warrior Flowering Field Hazy Homunculus Keldon Battlewagon Glittering Lion Heightened Awareness User’s First Name Well of Discovery Glittering Lynx Mana Vapors Well of Life Jeweled Spirit Overburden Mageta the Lion Psychic Theft User’s Last Name Mageta’s Boon Quicksilver Wall Mercenary Informer Rethink Mine Bearer Rhystic Deluge User’s DCI Number Mirror Strike Rhystic Scrying Reveille Squad Rhystic Study FOR DRAFTS ONLY. Rhystic Circle Ribbon Snake Rhystic Shield Shrouded Serpent Samite Sanctuary Spiketail Drake PlayedBASIC LANDS Sheltering Prayers Spiketail Hatchling Forest Shield Dancer Stormwatch Eagle Island Soul Charmer Sunken Field Mountain Sword Dancer Troublesome Spirit Plains Trenching Steed Windscouter Swamp Troubled Healer Withdraw

Prophecy and DCI are trademarks of

Wizards of the Coast, Inc. Played Total BLACK Played Total RED Played Total GREEN ©2000 Wizards of the Coast, Inc. Agent of Shauku Avatar of Fury Avatar of Might Avatar of Woe Barbed Field Calming Verse Bog Elemental Branded Brawlers Darba Bog Glider Brutal Suppression Dual Nature Chilling Apparition Citadel of Pain Elephant Resurgence Coffin Puppets Devastate Forgotten Harvest Death Charmer Fault Riders Jolrael’s Favor Despoil Fickle Efreet Jolrael, Empress of Beasts Endbringer’s Revel Flameshot Living Terrain Fen Stalker Inflame Marsh Boa Flay Keldon Arsonist Mungha Wurm Greel’s Caress Keldon Berserker Pygmy Razorback Greel, Mind Raker Keldon Firebombers Rib Cage Spider Infernal Genesis Latulla’s Orders Root Cage Nakaya Shade Latulla, Keldon Overseer Silt Crawler Noxious Field Lesser Gargadon Snag Outbreak Panic Attack Spitting Spider Pit Raptor Rhystic Lightning Spore Frog Plague Fiend Ridgeline Rager Squirrel Wrangler Plague Wind Scoria Cat Thresher Beast Rebel Informer Search for Survivors Thrive Rhystic Syphon Searing Wind Verdant Field Rhystic Tutor Spur Grappler Vintara Elephant Soul Strings Task Mage Assembly Vintara Snapper of Last Name

User’s First Initial Steal Strength Veteran Brawlers Vitalizing Wind Wall of Vipers Whip Sergeant Wild Might Whipstitched Zombie Zerapa Minotaur Wing Storm WCW NITRO WCW™ NITRO™ DCI™ FLOOR RULES 2000-2001 Tournament Season Effective September 1, 2000

Introduction The WCW Nitro DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, DCI Penalty Guidelines, and WCW Nitro game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned WCW Nitro tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions in the DCI Penalty Guidelines.

Note: Please see Appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.

400. GENERAL WCW NITRO TOURNAMENT RULES

401. Format and Rating Categories The DCI sanctions the following formats. Constructed Formats: • Standard Constructed Ratings Categories: • Constructed (includes Standard format)

402. Authorized Cards All WCW Nitro cards released by Wizards of the Coast, Inc. are legal for tournament play.

403. Card Interpretation All cards use their current English wording.

404. New Releases All WCW Nitro card sets produced by Wizards of the Coast are allowed in DCI-sanctioned tournaments the day of the official product release.

410. WCW NITRO TOURNAMENT MECHANICS

411. Match Structure DCI-sanctioned tournaments follow the WCW Nitro game rules for matches. The first player who scores three or more points wins the match.

412. Match Time Limits The following time limit is recommended for each match of a tournament: • Constructed tournaments—50 minutes

413. Who Plays First After players draw their initial hands (see section 414–Pre-Game Procedure), the player with the highest number of cards in his or her hand plays first.

414. Pre-Game Procedure The following steps must be performed, in order, before each game begins.

1. Each player puts his or her Wrestler card on the table, face up. 2. Players shuffle their decks (see Universal Tournament Rules, section 21). 3. Players present their decks to their opponents for additional shuffling and cutting. 4. If the opponent has shuffled the player’s deck, that player may make one final cut. 5. Each player draws a number of cards equal to his or her Wrestler’s Reputation. 6. The player with the highest number of cards in his or her hand plays first. 400.-414. ™ ™ PLAYER REGISTERING DECK PLAYER USING DECK

______Registrant’s First Name Registrant’s Last Name User’s First Name User’s Last Name

______DECK CHECKLIST Registrant’s DCI Number User’s DCI Number Version 1.3 PLAYED BASIC LAND PLAYEDTOTAL WHITE PLAYEDTOTAL BLUE PLAYEDTOTAL BLACK PLAYEDTOTAL RED PLAYEDTOTAL GREEN Forest Aegis of Honor Aboshan, Cephalid Emperor Afflict Acceptable Losses Bearscape Island Ancestral Tribute Aboshan’s Desire Bloodcurdler Anarchist Beast Attack Mountain Angelic Wall Æther Burst Braids, Cabal Minion Ashen Firebeast Call of the Herd Plains Animal Boneyard Amugaba Buried Alive Barbarian Lunatic Cartographer Swamp Auramancer Aura Graft Cabal Inquisitor Bash to Bits Chatter of the Squirrel PLAYEDTOTAL Aven Archer Aven Fisher Cabal Patriarch Battle Strain Chlorophant NON-BASIC LAND Aven Cloudchaser Aven Smokeweaver Cabal Shrine Blazing Salvo Crashing Centaur Abandoned Outpost Aven Flock Aven Windreader Caustic Tar Bomb Squad Deep Reconnaissance Barbarian Ring Aven Shrine Balshan Beguiler Childhood Horror Burning Sands Diligent Farmhand Bog Wreckage Balancing Act Balshan Griffin Coffin Purge Chainflinger Druid Lyrist Cabal Pit Beloved Chaplain Bamboozle Crypt Creeper Chance Encounter Druid’s Call Centaur Garden Blessed Orator Battle of Wits Cursed Monstrosity Demolish Elephant Ambush Cephalid Coliseum Cantivore Careful Study Decaying Soil Demoralize Gorilla Titan Crystal Quarry Cease-Fire Cephalid Broker Decompose Dwarven Grunt Ground Seal Darkwater Catacombs Confessor Cephalid Looter Diabolic Tutor Dwarven Recruiter Holistic Wisdom Deserted Temple Dedicated Martyr Cephalid Retainer Dirty Wererat Dwarven Shrine Howling Gale Mossfire Valley Delaying Shield Cephalid Scout Dusk Imp Dwarven Strike Force Ivy Elemental Nomad Stadium Devoted Caretaker Cephalid Shrine Entomb Earth Rift Krosan Archer Petrified Field Divine Sacrament Chamber of Manipulation Execute Ember Beast Krosan Avenger Ravaged Highlands Dogged Hunter Cognivore Face of Fear Engulfing Flames Krosan Beast Seafloor Debris Earnest Fellowship Concentrate Famished Ghoul Epicenter Leaf Dancer Shadowblood Ridge Embolden Cultural Exchange Filthy Cur Firebolt Metamorphic Wurm Skycloud Expanse Gallantry Deluge Fledgling Imp Flame Burst Moment’s Peace Sungrass Prairie Graceful Antelope Dematerialize Frightcrawler Frenetic Ogre Muscle Burst Tarnished Citadel Hallowed Healer Divert Ghastly Demise Halberdier Nantuko Disciple Timberland Ruins Karmic Justice Dreamwinder Gravedigger Impulsive Maneuvers Nantuko Elder

PLAYEDTOTAL Kirtar’s Desire Escape Artist Gravestorm Kamahl, Pit Fighter Nantuko Mentor ARTIFACT Kirtar’s Wrath Extract Haunting Echoes Kamahl’s Desire Nantuko Shrine Catalyst Stone Lieutenant Kirtar Fervent Denial Hint of Insanity Lava Blister New Frontiers Charmed Pendant Life Burst Immobilizing Ink Infected Vermin Liquid Fire Nimble Mongoose Darkwater Egg Luminous Guardian Laquatus’s Creativity Innocent Blood Mad Dog Nut Collector Junk Golem Master Apothecary Patron Wizard Last Rites Magma Vein Overrun Limestone Golem Mystic Crusader Pedantic Learning Malevolent Awakening Magnivore Piper’s Melody Millikin Mystic Penitent Peek Mind Burst Mine Layer Primal Frenzy Mirari Mystic Visionary Persuasion Mindslicer Minotaur Explorer Rabid Elephant Mossfire Egg Mystic Zealot Phantom Whelp Morbid Hunger Molten Influence Refresh Otarian Juggernaut Nomad Decoy Predict Morgue Theft Mudhole Rites of Spring Patchwork Gnomes Patrol Hound Psionic Gift Mortivore Need for Speed Roar of the Wurm Sandstone Deadfall Pianna, Nomad Captain Pulsating Illusion Nefarious Lich Obstinate Familiar Seton, Krosan Protector Shadowblood Egg Pilgrim of Justice Puppeteer Overeager Apprentice Pardic Firecat Seton’s Desire Skycloud Egg Pilgrim of Virtue Repel Painbringer Pardic Miner Simplify Steamclaw Ray of Distortion Rites of Refusal Patriarch’s Desire Pardic Swordsmith Skyshooter Sungrass Egg Resilient Wanderer Scrivener Repentant Vampire Price of Glory Spellbane Centaur Sacred Rites Shifty Doppelganger Rotting Giant Reckless Charge Springing Tiger PLAYEDTOTAL GOLD Second Thoughts Standstill Sadistic Hypnotist Recoup Squirrel Mob Shelter Syncopate Screams of the Damned Rites of Initiation Squirrel Nest Atogatog Soulcatcher Think Tank Skeletal Scrying Savage Firecat Still Life Decimate Sphere of Duty Thought Devourer Skull Fracture Scorching Missile Stone-Tongue Basilisk Iridescent Angel Sphere of Grace Thought Eater Stalking Bloodsucker Seize the Day Sylvan Might Lithatog Sphere of Law Thought Nibbler Tainted Pact Shower of Coals Terravore Mystic Enforcer Sphere of Reason Time Stretch Tombfire Spark Mage Twigwalker Phantatog Sphere of Truth Touch of Invisibility Traveling Plague Steam Vines Verdant Succession Psychatog Spiritualize Traumatize Whispering Shade Thermal Blast Vivify Sarcatog Tattoo Ward Treetop Sentinel Zombie Assassin Tremble Werebear Shadowmage Infiltrator Testament of Faith Unifying Theory Zombie Cannibal Volcanic Spray Wild Mongrel Thaumatog Tireless Tribe Upheaval Zombie Infestation Volley of Boulders Woodland Druid Vampiric Dragon Wayward Angel Words of Wisdom Zombify Whipkeeper Zoologist

PLAYED PLAYED

PLAYED Version 1.0 EN

TOTAL TOTAL DRAFTS ONLY DRAFTS

Vengeful Dreams Transcendence Teroh’s Vanguard Teroh’s Faithful of Isolation Strength Judge Stern Spirit Flare Reborn Hero Possessed Nomad Pay No Heed Familiar Mystic Morningtide Monk Militant Major Teroh Hypochondria Purification Frantic Floating Shield Equal Treatment Cleansing Meditation Aven Trooper Angel of Retribution WHITE Tainted Wood Tainted Peak Tainted Isle Tainted Field Cabal Coffers NON-BASIC LAND Swamp Plains Mountain Island Forest BASIC LAND PLAYED

DECK CHECKLIST TOTAL

Turbulent Dreams Stupefying Touch Skywing Aven Image Retraced Possessed Aven Plagiarize Obsessive Search Llawan, Cephalid Empress Liquify Gull Hydromorph Guardian Hydromorph Ghostly Wings False Memories Deep Analysis Net Coral Compulsion Circular Logic Churning Eddy Cephalid Vandal Cephalid Snitch Cephalid Sage Cephalid Illusionist Cephalid Aristocrat Breakthrough Balshan Collaborator Aquamoeba Ambassador Laquatus Reality Alter BLUE

PLAYED TOTAL ______eitatsFrtNm eitatsLs aeUe’ is aeUser’s Last Name Name User’s First Last Name Registrant’s Name First Registrant’s Zombie Trailblazer Waste Away Unhinge of Lunacy Strength Soul Scourge Stalker Slithery Sickening Dreams Shambling Swarm Shade’s Form Sengir Vampire Restless Dreams Rancid Earth Putrid Imp Psychotic Haze Grinder Organ Nantuko Shade Mutilate Mortiphobia Combat Mortal Mind Sludge Mesmeric Fiend Last Laugh Laquatus’s Champion Insidious Dreams Ichorid Hypnox Hybrid Grotesque Gravegouger Gloomdrifter Faceless Butcher Dawn of the Dead Crippling Fatigue Chainer’s Edict Chainer, Dementia Master Carrion Wurm Carrion Rats Cabal Torturer Cabal Surgeon Cabal Ritual Boneshard Slasher BLACK LYRRGSEIGDC PLAYER USING DECK PLAYER REGISTERING DECK ______

eitatsDINme User’s DCI Number DCI Number Registrant’s

PLAYED TOTAL

Violent Eruption Insanity Temporary Sonic Seizure Skullscorch Radiate Pyromania Possessed Barbarian Pitchstone Wall Petravark Petradon Pardic Lancer Pardic Collaborator Pardic Arsonist Overmaster Longhorn Firebeast Sledge Kamahl’s Hell-Bent Raider Grim Lavamancer Flash of Defiance Flaming Gambit TemperFiery Enslaved Dwarf Dreams Devastating Firecat Crazed Club Crackling Barbarian Outcast Balthor the Stout Accelerate RED

PLAYED TOTAL Seton’s Scout Possessed Centaur Evolution Parallel Dreams Nostalgic Narcissism Nantuko Cultivator Nantuko Calmer Nantuko Blightcutter Restorer Krosan Constrictor Krosan Falls Invigorating Insist Gurzigost Far Wanderings Dwell on the Past Veteran Centaur Chieftain Centaur Basking Rootwalla WurmArrogant Anurid Scavenger Acorn Harvest GREEN

_____

of Last Name Last of User's First Initial First User's ™ PLAYER REGISTERING DECK DECK Registrant’s First Name, Last Name ™ CHECKLIST Registrant’s DCI Number

Played Total WHITE Played Total BLUE Played TotalBLACK Played Total RED Played TotalGREEN Alabaster Leech Barrin’s Unmaking Addle Ancient Kavu Aggressive Urge PLAYER USING DECK Angel of Mercy Blind Seer Agonizing Demise Bend or Break Bind Ardent Soldier Breaking Wave Andradite Leech Breath of Darigaaz Blurred Mongoose Atalya, Samite Master Collective Restraint Annihilate Callous Giant Canopy Surge Benalish Emissary Crystal Spray Bog Initiate Chaotic Strike Elfhame Sanctuary User’s First Name, Last Name Benalish Heralds Disrupt Cremate Collapsing Borders Elvish Champion Benalish Lancer Distorting Wake Crypt Angel Crown of Flames Explosive Growth Benalish Trapper Dream Thrush Cursed Flesh Firebrand Ranger Fertile Ground User’s DCI Number Blinding Light Empress Galina Defiling Tears Ghitu Fire Harrow Capashen Unicorn Essence Leak Desperate Research Goblin Spy Jade Leech Crimson Acolyte Exclude Devouring Strossus Halam Djinn Kavu Chameleon

Played TotalGOLD Played TotalGOLD Crusading Knight Fact or Fiction Do or Die Hooded Kavu Kavu Climber Absorb Overabundance Death or Glory Faerie Squadron Dredge Kavu Aggressor Kavu Lair Æther Rift Plague Spores Dismantling Blow Mana Maze Duskwalker Kavu Monarch Kavu Titan Angelic Shield Pyre Zombie Divine Presence Manipulate Fate Exotic Curse Kavu Runner Llanowar Cavalry Armadillo Cloak Raging Kavu Fight or Flight Metathran Aerostat Firescreamer Kavu Scout Llanowar Elite Armored Guardian Reckless Assault Glimmering Angel Metathran Transport Goham Djinn Lightning Dart Llanowar Vanguard Artifact Mutation Recoil Global Ruin Metathran Zombie Hate Weaver Loafing Giant Might Weaver Aura Mutation Reviving Vapors Harsh Judgment Opt Hypnotic Cloud Mages’ Contest Molimo, Maro-Sorcerer Aura Shards Riptide Crab Holy Day Phantasmal Terrain Marauding Knight Maniacal Rage Nomadic Elf Backlash Rith, the Awakener Liberate Probe Mourning Obliterate Pincer Spider Barrin’s Spite Sabertooth Nishoba Obsidian Acolyte Prohibit Nightscape Apprentice Overload Pulse of Llanowar Blazing Specter Samite Archer Orim’s Touch Psychic Battle Nightscape Master Pouncing Kavu Quirion Elves Captain Sisay Seer’s Vision Pledge of Loyalty Rainbow Crow Phyrexian Battleflies Rage Weaver Quirion Sentinel Cauldron Dance Shivan Zombie Prison Barricade Repulse Phyrexian Delver Rogue Kavu Quirion Trailblazer Charging Troll Simoon Protective Sphere Sapphire Leech Phyrexian Infiltrator Ruby Leech Restock Cinder Shade Sleeper’s Robe Pure Reflection Shimmering Wings Phyrexian Reaper Savage Offensive Rooting Kavu Coalition Victory Slinking Serpent Rampant Elephant Shoreline Raider Phyrexian Slayer Scarred Puma Saproling Infestation Crosis, the Purger Smoldering Tar Razorfoot Griffin Sky Weaver Plague Spitter Scorching Lava Saproling Symbiosis Darigaaz, the Igniter Spinal Embrace Restrain Stormscape Apprentice Ravenous Rats Searing Rays Scouting Trek Dromar, the Banisher Stalking Assassin Reviving Dose Stormscape Master Reckless Spite Shivan Emissary Serpentine Kavu Dueling Grounds Sterling Grove Rewards of Diversity Sway of Illusion Recover Shivan Harvest Sulam Djinn Fires of Yavimaya Teferi’s Moat Reya Dawnbringer Teferi’s Response Scavenged Weaponry Skittish Kavu Tangle Frenzied Tilling Treva, the Renewer Rout Temporal Distortion Soul Burn Skizzik Thicket Elemental Galina’s Knight Tsabo Tavoc Ruham Djinn Tidal Visionary Spreading Plague Slimy Kavu Thornscape Apprentice Hanna, Ship’s Navigator Undermine Samite Ministration Tolarian Emissary Tainted Well Stand or Fall Thornscape Master Heroes’ Reunion Urborg Drake Shackles Tower Drake Trench Wurm Stun Tranquility Horned Cheetah Vicious Kavu Spirit of Resistance Traveler’s Cloak Tsabo’s Assassin Tectonic Instability Treefolk Healer Hunting Kavu Vile Consumption Spirit Weaver Vodalian Hypnotist Tsabo’s Decree Thunderscape Apprentice Utopia Tree Kangee, Aerie Keeper Vodalian Zombie Strength of Unity Vodalian Merchant Twilight’s Call Thunderscape Master Verdeloth the Ancient Llanowar Knight Void Sunscape Apprentice Vodalian Serpent Urborg Emissary Tribal Flames Verduran Emissary Lobotomy Voracious Cobra Sunscape Master Wash Out Urborg Phantom Turf Wound Vigorous Charge Meteor Storm Wings of Hope Teferi’s Care Well-Laid Plans Urborg Shambler Urza’s Rage Wallop Noble Panther Yavimaya Barbarian Wayfaring Giant Worldly Counsel Urborg Skeleton Viashino Grappler Wandering Stream Ordered Migration Yavimaya Kavu Winnow Zanam Djinn Yawgmoth’s Agenda Zap Whip Silk

ASIC ANDS ONBASIC ANDS ONBASIC ANDS PLIT ARDS RTIFACTS RTIFACTS RTIFACTS Played In Out TotalB L Played TotalN L Played TotalN L Played TotalS C Played TotalA Played TotalA Played TotalA Forest Ancient Spring Keldon Necropolis Assault/Battery Alloy Golem Juntu Stakes Seashell Cameo Island Archaeological Dig Salt Marsh Pain/Suffering Bloodstone Cameo Lotus Guardian Sparring Golem Mountain Coastal Tower Shivan Oasis Spite/Malice Chromatic Sphere Phyrexian Altar Tek Plains Elfhame Palace Sulfur Vent Stand/Deliver Crosis’s Attendant Phyrexian Lens Tigereye Cameo Swamp Geothermal Crevice Tinder Farm Wax/Wane Darigaaz’s Attendant Planar Portal Treva’s Attendant Irrigation Ditch Urborg Volcano Drake-Skull Cameo Power Armor Troll-Horn Cameo Dromar’s Attendant Rith’s Attendant Tsabo’s Web Urza’s Filter ™ PLAYER REGISTERING DECK

Registrant’s First Name, Last Name

Registrant’s DCI Number ™ PLAYER USING DECK D ECK C HECKLIST

BASIC LANDS PLAYED (DRAFTS ONLY) User’s First Name, Last Name FOREST ISLAND MOUNTAIN PLAINS SWAMP

User’s DCI Number Planeshift and DCI are trademarks of Wizards of the Coast, Inc. ©2001 Wizards of the Coast, Inc.

Played Total LAND Played Total WHITE Played Total BLUE Played Total GOLD Crosis’s Catacombs Aura Blast Allied Strategies Ancient Spider Darigaaz’s Caldera Aurora Griffin Arctic Merfolk Cavern Harpy Dromar’s Cavern Disciple of Kangee Confound Cloud Cover Forsaken City ’s Judgment Dralnu’s Pet Crosis’s Charm Meteor Crater Guard Dogs Ertai’s Trickery Darigaaz’s Charm Rith’s Grove Heroic Defiance Escape Routes Daring Leap Terminal Moraine Hobble Gainsay Destructive Flow Treva’s Ruins Honorable Scout Hunting Drake Doomsday Specter Lashknife Barrier Planar Overlay Dralnu’s Crusade

Played Total ARTIFACT March of Souls Planeswalker’s Mischief Dromar’s Charm Draco Orim’s Chant Rushing River Eladamri’s Call Mana Cylix Planeswalker’s Mirth Sea Snidd Ertai, the Corrupted Skyship Weatherlight Pollen Remedy Shifting Sky Fleetfoot Panther Star Compass Samite Elder Sisay’s Ingenuity Gerrard’s Command Stratadon Samite Pilgrim Sleeping Potion Horned Kavu Sunscape Battlemage Stormscape Battlemage Hull Breach

Played Total BLACK Sunscape Familiar Stormscape Familiar Keldon Twilight Bog Down Surprise Deployment Sunken Hope Lava Zombie Dark Suspicions Voice of All Waterspout Elemental Malicious Advice Death Bomb Marsh Crocodile Diabolic Intent ED REEN Meddling Mage Played Total R Played Total G Exotic Disease Caldera Kavu Alpha Kavu Natural Emergence Lord of the Undead Deadapult Amphibious Kavu Phyrexian Tyranny Maggot Carrier Flametongue Kavu Falling Timber Questing Phelddagrif Morgue Toad Goblin Game Gaea’s Herald Radiant Kavu Nightscape Battlemage Implode Gaea’s Might Razing Snidd Nightscape Familiar Insolence Magnigoth Treefolk Rith’s Charm Noxious Vapors Kavu Recluse Mirrorwood Treefolk Sawtooth Loon Phyrexian Bloodstock Keldon Mantle Multani’s Harmony Shivan Wurm Phyrexian Scuta Magma Burst Nemata, Grove Guardian Silver Drake Planeswalker’s Scorn Mire Kavu Planeswalker’s Favor Sparkcaster Shriek of Dread Mogg Jailer Primal Growth Steel Leaf Paladin Sinister Strength Mogg Sentry Pygmy Kavu Terminate Slay Planeswalker’s Fury Quirion Dryad Treva’s Charm Volcano Imp Singe Quirion Explorer Urza’s Guilt Warped Devotion Slingshot Goblin Root Greevil Strafe Skyshroud Blessing Tahngarth, Talruum Hero Stone Kavu Thunderscape Battlemage Thornscape Battlemage

of Last Name Thunderscape Familiar Thornscape Familiar User’s First Initial PLAYER REGISTERING DECK ™

Registrant’s First Name, Last Name

Registrant’s DCI Number

PLAYER USING DECK ™ D ECK C HECKLIST

User’s First Name, Last Name BASIC LANDS PLAYED (DRAFTS ONLY)

User’s DCI Number FOREST ISLAND MOUNTAIN PLAINS SWAMP Apocalypse and DCI are trademarks of Wizards of the Coast, Inc. ©2001 Wizards of the Coast, Inc.

LAND WHITE BLUE Played GOLD Played Total Played Total Played Total Total Battlefield Forge Angelfire Crusader Ceta Disciple Æther Mutation Caves of Koilos Coalition Flag Ceta Sanctuary Captain’s Maneuver Llanowar Wastes Coalition Honor Guard Cetavolver Consume Strength Shivan Reef Dega Disciple Coastal Drake Cromat Yavimaya Coast Dega Sanctuary Evasive Action Death Grasp Degavolver Ice Cave Death Mutation

Played Total ARTIFACT Diversionary Tactics Index Ebony Treefolk Brass Herald Divine Light Jaded Response Fervent Charge Dodecapod Enlistment Officer Jilt Flowstone Charger Dragon Arch False Dawn Living Airship Fungal Shambler Emblazoned Golem Gerrard Capashen Reef Shaman Gaea’s Skyfolk Legacy Weapon Haunted Angel Shimmering Mirage Gerrard’s Verdict Mask of Intolerance Helionaut Tidal Courier Goblin Legionnaire Manacles of Decay Unnatural Selection Goblin Trenches

Played Total SPLIT CARDS Orim’s Thunder Vodalian Mystic Guided Passage Fire/Ice Shield of Duty and Reason Whirlpool Drake Jungle Barrier Illusion/Reality Spectral Lynx Whirlpool Rider Last Stand Life/Death Standard Bearer Whirlpool Warrior Lightning Angel Night/Day Llanowar Dead ED REEN Order/Chaos Played Total R Played Total G Martyrs’ Tomb Bloodfire Colossus Ana Disciple Minotaur Illusionist

Played Total BLACK Bloodfire Dwarf Ana Sanctuary Mystic Snake Dead Ringers Bloodfire Infusion Anavolver Overgrown Estate Desolation Angel Bloodfire Kavu Bog Gnarr Pernicious Deed Foul Presence Desolation Giant Gaea’s Balance Powerstone Minefield Grave Defiler Dwarven Landslide Glade Gnarr Prophetic Bolt Last Caress Dwarven Patrol Kavu Howler Putrid Warrior Mind Extraction Goblin Ringleader Kavu Mauler Quicksilver Dagger Mournful Zombie Illuminate Lay of the Land Razorfin Hunter Necra Disciple Kavu Glider Penumbra Bobcat Soul Link Necra Sanctuary Minotaur Tactician Penumbra Kavu Spiritmonger Necravolver Raka Disciple Penumbra Wurm Squee’s Embrace Phyrexian Arena Raka Sanctuary Savage Gorilla Squee’s Revenge Phyrexian Gargantua Rakavolver Strength of Night Suffocating Blast Phyrexian Rager Smash Sylvan Messenger Temporal Spring Planar Despair Tahngarth’s Glare Symbiotic Deployment Vindicate User’s First Initial User’s Quagmire Druid Tundra Kavu Tranquil Path Yavimaya’s Embrace of Last Name Suppress Wild Research Urborg Elf Urborg Uprising Zombie Boa LAYER EGISTERING ECK LAYER SING ECK P R D P U D M AGIC: THE G ATHERING® ™ Registrant’s First Name, Last Name User’s First Name, Last Name SEVENTH EDITION Registrant’s DCI Number User’s DCI Number D ECK C HECKLIST

ADDED USED TOTAL BASIC LANDS USED TOTAL WHITE USED TOTAL BLUE USED TOTAL BLACK USED TOTAL RED USED TOTAL GREEN Forest Angelic Page Air Elemental Abyssal Horror Æther Flash Anaconda Island Ardent Militia Ancestral Memories Abyssal Specter Balduvian Barbarians Ancient Silverback Mountain Blessed Reversal Arcane Laboratory Agonizing Memories Bedlam Birds of Paradise Plains Breath of Life Archivist Befoul Blaze Blanchwood Armor Swamp Castle Baleful Stare Bellowing Fiend Bloodshot Cyclops Bull Hippo Circle of Protection: Black Benthic Behemoth Bereavement Boil Canopy Spider USED TOTAL NONBASIC LANDS Circle of Protection: Blue Boomerang Blood Pet Crimson Hellkite Compost Adarkar Wastes Circle of Protection: Green Confiscate Bog Imp Disorder Creeping Mold Brushland Circle of Protection: Red Coral Merfolk Bog Wraith Earthquake Early Harvest City of Brass Circle of Protection: White Counterspell Corrupt Fervor Elder Druid Karplusan Forest Cloudchaser Eagle Daring Apprentice Crypt Rats Final Fortune Elvish Archers Sulfurous Springs Crossbow Infantry Deflection Dakmor Lancer Fire Elemental Elvish Champion Underground River Disenchant Delusions of Mediocrity Dark Banishing Ghitu Fire-Eater Elvish Lyrist Eager Cadet Equilibrium Darkest Hour Goblin Chariot Elvish Piper USED TOTAL ARTIFACTS Elite Archers Evacuation Dregs of Sorrow Goblin Digging Team Familiar Ground Aladdin’s Ring Gerrard’s Wisdom Fighting Drake Drudge Skeletons Goblin Elite Infantry Femeref Archers Beast of Burden Glorious Anthem Fleeting Image Duress Goblin Gardener Fog Caltrops Healing Salve Flight Eastern Paladin Goblin Glider Fyndhorn Elder Charcoal Diamond Heavy Ballista Force Spike Engineered Plague Goblin King Gang of Elk Coat of Arms Holy Strength Giant Octopus Fallen Angel Goblin Matron Giant Growth Crystal Rod Honor Guard Glacial Wall Fear Goblin Raider Giant Spider Dingus Egg Intrepid Hero Hibernation Foul Imp Goblin Spelunkers Gorilla Chieftain Disrupting Scepter Kjeldoran Royal Guard Horned Turtle Fugue Goblin War Drums Grizzly Bears Ensnaring Bridge Knight Errant Inspiration Giant Cockroach Granite Grip Hurricane Feroz’s Ban Knighthood Levitation Gravedigger Hill Giant Llanowar Elves Fire Diamond Longbow Archer Lord of Atlantis Greed Impatience Lone Wolf Flying Carpet Master Healer Mahamoti Djinn Hollow Dogs Inferno Lure Grafted Skullcap Northern Paladin Mana Breach Howl from Beyond Lava Axe Maro Grapeshot Catapult Pacifism Mana Short Infernal Contract Lightning Blast Might of Oaks Howling Mine Pariah Mawcor Leshrac’s Rite Lightning Elemental Monstrous Growth Iron Star Purify Memory Lapse Looming Shade Mana Clash Nature’s Resurgence Ivory Cup Razorfoot Griffin Merfolk Looter Megrim Ogre Taskmaster Nature’s Revolt Jalum Tome Reprisal Merfolk of the Pearl Trident Mind Rot Okk Pride of Lions Jandor’s Saddlebags Reverse Damage Opportunity Nausea Orcish Artillery Rampant Growth Jayemdae Tome Rolling Stones Opposition Necrologia Orcish Oriflamme Reclaim Marble Diamond Sacred Ground Phantom Warrior Nightmare Pillage Redwood Treefolk Meekstone Sacred Nectar Prodigal Sorcerer Nocturnal Raid Pygmy Pyrosaur Regeneration Millstone Samite Healer Remove Soul Oppression Pyroclasm Rowen Moss Diamond Sanctimony Sage Owl Ostracize Pyrotechnics Scavenger Folk Patagia Golem Seasoned Marshal Sea Monster Persecute Raging Goblin Seeker of Skybreak Phyrexian Colossus Serra Advocate Sleight of Hand Plague Beetle Reckless Embermage Shanodin Dryads Phyrexian Hulk Serra Angel Steal Artifact Rag Man Reflexes Spined Wurm Pit Trap Serra’s Embrace Storm Crow Raise Dead Relentless Assault Squall Rod of Ruin Shield Wall Telepathic Spies Razortooth Rats Sabretooth Tiger Stream of Life Sisay’s Ring Skyshroud Falcon Telepathy Reprocess Seismic Assault Thorn Elemental Sky Diamond Southern Paladin Temporal Adept Revenant Shatter Thoughtleech Soul Net Spirit Link Thieving Magpie Scathe Zombies Shivan Dragon Trained Armodon Spellbook Standing Troops Tolarian Winds Serpent Warrior Shock Tranquility Static Orb Starlight Treasure Trove Soul Feast Spitting Earth Treefolk Seedlings Storm Cauldron Staunch Defenders Twiddle Spineless Thug Stone Rain Uktabi Wildcats Teferi’s Puzzle Box Sunweb Unsummon Strands of Night Storm Shaman Untamed Wilds Throne of Bone Sustainer of the Realm Vigilant Drake Stronghold Assassin Sudden Impact Verduran Enchantress Wall of Spears Venerable Monk Vizzerdrix Tainted Æther Trained Orgg Vernal Bloom Wooden Sphere Vengeance Wall of Air Unholy Strength Tremor Wild Growth Wall of Swords Wall of Wonder Wall of Bone Volcanic Hammer Wing Snare Worship Wind Dancer Western Paladin Wall of Fire Wood Elves

Wrath of God Wind Drake Yawgmoth’s Edict Wildfire Yavimaya Enchantress of the Coast, Inc. ©2001 Wizards. of Wizards property All trademarks are WARNING/DISQUALIFICATION REPORT FORM

This ENTIRE form must be filled out and returned with the Event Report Summary for the infraction to be entered into the warning database. If you feel the infraction needs further investigation and/or penalties, TM please contact the DCI Policy Administrator at [email protected] as soon as possible. If you have entered warnings on DCI Reporter, please DO NOT send in a paper copy in addition to the electronic reporting.

CHECK ONE:WARNING DISQUALIFICATION

Tournament Name: Event Date: Event Sanctioning Number:

Player Name (First & Last): DCI#: Name of Judge Issuing Penalty: Level:

INFRACTION CHECKLIST

Deck Problem Marked Cards/Sleeves Illegal deck Pattern Illegal decklist No pattern

Illegal sideboard Slow Play Illegal sideboard list During game Deck does not match decklist Exceeding pregame time limit Misrecorded decklist (Limited)

Received incorrectly recorded deck (Limited) Unsporting Conduct—Please explain below in Notes section Procedural Error Playing wrong opponent Cheating—Please explain below in Notes section Misrepresentation—Please explain below in Notes section Failure to sufficiently randomize deck Other—Please explain below in Notes section Failure to unsideboard

Card Drawing Drawing extra cards—Please explain below in Notes section Looking at extra cards Improper draw at start of game (including mulligan) Failure to draw

NOTES:

If you need more space for your explanation, attach as many sheets of paper as necessary. The information in this report is true to the best of my knowledge. Head Judge’s Signature Date ™ and ©1999 Wizards of the Coast, Inc. OURNAMENT OSTER HEET T R ™™S FOR MLB SHOWDOWN EVENTS

TM Manager Name:

DCI #: Date: REGULARS Field Tournament Title: Position Hitter’s Name Pt. Value C TEAM NAME: 1B 2B STARTING PITCHERS SS DRAFTED STARTERS Starter’s Name Pt. Value 3B LF CF RF 9th Regular

PITCHING ROTATION Rotation Spot Starter’s Name BACKUP HITTERS/ADDITIONAL REGULARS Hitter’s Name Pt. Value Level* Pt. Value 1. Circle One 2. Full or 1/5 3. Full or 1/5 4. Full or 1/5 Full or 1/5 BULLPEN Reliever’s/Closer’s Name Pt. Value Full or 1/5

Full or 1/5

Full or 1/5

*Point values for each hitter beyond the nine regulars may be set using one of the following two ways: • List players as backup hitters. The point value for a backup hitter is calculated at one-fifth of the player’s total point value. Backup hitters may be used as pinch hitters at any time, but they may only remain in the lineup after the third out if they enter the game after the 6th inning. • List players as additional regulars. The point value for an additional regular is calculated at the player’s full point value. Additional regulars may replace players in the starting lineup at any time, and stay in the game.

• All backup players at Limited tournaments are calculated at full value.

Total Point Value for all Hitters:

Total Point Value for all Pitchers: TOTAL TEAM POINT VALUE: A team’s total point value in a Constructed event must not exceed 5,000 points. Major League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc. of Last Name ©MLBPA Official Licensee—Major League Baseball Players Association.

Manager’s First Initial WIZARDS OF THE COAST and DCI are trademarks of Wizards of the Coast, Inc. ©2000 Wizards. UCTION RAFT UDGE HEET A D J S™ FOR SHOWDOWN EVENTS

TM MANAGER/COACH 1 NAME:MANAGER/COACH 2 NAME:MANAGER/COACH 3 NAME:MANAGER/COACH 4 NAME:

PLAYER NAME/POSITION AUCTION VALUE PLAYER NAME/POSITION AUCTION VALUE PLAYER NAME/POSITION AUCTION VALUE PLAYER NAME/POSITION AUCTION VALUE Starting Pts.: Starting Pts.: Starting Pts.: Starting Pts.: 5,000 5,000 5,000 5,000

REVISED PT. BALANCE AFTER 1: REVISED PT. BALANCE AFTER 1: REVISED PT. BALANCE AFTER 1: REVISED PT. BALANCE AFTER 1:

REVISED PT. BALANCE AFTER 2: REVISED PT. BALANCE AFTER 2: REVISED PT. BALANCE AFTER 2: REVISED PT. BALANCE AFTER 2:

REVISED PT. BALANCE AFTER 3: REVISED PT. BALANCE AFTER 3: REVISED PT. BALANCE AFTER 3: REVISED PT. BALANCE AFTER 3:

REVISED PT. BALANCE AFTER 4: REVISED PT. BALANCE AFTER 4: REVISED PT. BALANCE AFTER 4: REVISED PT. BALANCE AFTER 4:

REVISED PT. BALANCE AFTER 5: REVISED PT. BALANCE AFTER 5: REVISED PT. BALANCE AFTER 5: REVISED PT. BALANCE AFTER 5:

REVISED PT. BALANCE AFTER 6: REVISED PT. BALANCE AFTER 6: REVISED PT. BALANCE AFTER 6: REVISED PT. BALANCE AFTER 6:

REVISED PT. BALANCE AFTER 7: REVISED PT. BALANCE AFTER 7: REVISED PT. BALANCE AFTER 7: REVISED PT. BALANCE AFTER 7:

REVISED PT. BALANCE AFTER 8: REVISED PT. BALANCE AFTER 8: REVISED PT. BALANCE AFTER 8: REVISED PT. BALANCE AFTER 8:

REVISED PT. BALANCE AFTER 9: REVISED PT. BALANCE AFTER 9: REVISED PT. BALANCE AFTER 9: REVISED PT. BALANCE AFTER 9:

REVISED PT. BALANCE AFTER 10: REVISED PT. BALANCE AFTER 10: REVISED PT. BALANCE AFTER 10: REVISED PT. BALANCE AFTER 10:

REVISED PT. BALANCE AFTER 11: REVISED PT. BALANCE AFTER 11: REVISED PT. BALANCE AFTER 11: REVISED PT. BALANCE AFTER 11:

REVISED PT. BALANCE AFTER 12: REVISED PT. BALANCE AFTER 12: REVISED PT. BALANCE AFTER 12: REVISED PT. BALANCE AFTER 12:

REVISED PT. BALANCE AFTER 13: REVISED PT. BALANCE AFTER 13: REVISED PT. BALANCE AFTER 13: REVISED PT. BALANCE AFTER 13:

REVISED PT. BALANCE AFTER 14: REVISED PT. BALANCE AFTER 14: REVISED PT. BALANCE AFTER 14: REVISED PT. BALANCE AFTER 14:

REVISED PT. BALANCE AFTER 15: REVISED PT. BALANCE AFTER 15: REVISED PT. BALANCE AFTER 15: REVISED PT. BALANCE AFTER 15:

REVISED PT. BALANCE AFTER 16: REVISED PT. BALANCE AFTER 16: REVISED PT. BALANCE AFTER 16: REVISED PT. BALANCE AFTER 16:

REVISED PT. BALANCE AFTER 17: REVISED PT. BALANCE AFTER 17: REVISED PT. BALANCE AFTER 17: REVISED PT. BALANCE AFTER 17:

REVISED PT. BALANCE AFTER 18: REVISED PT. BALANCE AFTER 18: REVISED PT. BALANCE AFTER 18: REVISED PT. BALANCE AFTER 18:

REVISED PT. BALANCE AFTER 19: REVISED PT. BALANCE AFTER 19: REVISED PT. BALANCE AFTER 19: REVISED PT. BALANCE AFTER 19:

REVISED PT. BALANCE AFTER 20: REVISED PT. BALANCE AFTER 20: REVISED PT. BALANCE AFTER 20: REVISED PT. BALANCE AFTER 20:

WIZARDS OF THE COAST and DCI are trademarks of Wizards of the Coast, Inc. ©2002 Wizards. OURNAMENT OSTER HEET T R S™ FOR NFL SHOWDOWN EVENTS

TM Coach’s Name:

DCI #: Date: ADDITIONAL REGULARS Tournament Title: Position Player’s Name Pt. Value

Full Value TEAM NAME: Full Value

STARTERS Full Value Full Value Position Player’s Name Pt. Value QB1 SPECIAL TEAMS Position Player’s Name Pt. Value RB 1 RB 2 P Full Value WR 1 K Full Value WR 2 TE 1 PR 1 1/2 Value TE 2 PR 2 1/2 Value

OL 1 KR 1 1/2 Value

OL 2 KR 2 1/2 Value DL 1 BACKUP PLAYERS DL 2 Position Player’s Name Pt. Value LB 1 1/5 Value LB 2 1/5 Value CB 1 1/5 Value CB 2 1/5 Value S 1 1/5 Value S 2 1/5 Value Total Point Value for all Starters: 1/5 Value *Point values for each hitter beyond the 17 starters may be set in the following three ways: • List players as Additional Regulars. The point value for an additional regular is calculated at the player’s full point value. Additional regulars may replace players in the starting lineup at any time, and stay in the game. Total Point Value for all Additional • List players on Special Teams. The point value for special teams players is calculated at one-half of his total point value. Such players may only play during special-teams plays (such as kickoffs and punt Regulars, Special Teamers and Backups: returns), or as an injury substitution.

• List players as Backups. The point value for a backup is calculated at one-fifth of the player’s total point value. Backups may only be used as injury substitutions. TOTAL TEAM POINT VALUE: A team’s total point value in a Constructed event must not exceed 5,000 points.

of Last Name WIZARDS OF THE COAST and DCI are trademarks of Wizards of the Coast, Inc. ©2002 Wizards. Manager’s First Initial